GridMap

Inherits: Spatial < Node < Object

Node for 3D tile-based maps.

Description

GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors.

GridMaps use a MeshLibrary which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.

A GridMap contains a collection of cells. Each grid cell refers to a tile in the MeshLibrary. All cells in the map have the same dimensions.

Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.

Note: GridMap doesn't extend VisualInstance and therefore can't be hidden or cull masked based on VisualInstance.layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.

Tutorials

Properties

bool

bake_navigation

false

bool

cell_center_x

true

bool

cell_center_y

true

bool

cell_center_z

true

int

cell_octant_size

8

float

cell_scale

1.0

Vector3

cell_size

Vector3( 2, 2, 2 )

int

collision_layer

1

int

collision_mask

1

MeshLibrary

mesh_library

int

navigation_layers

1

PhysicsMaterial

physics_material

bool

use_in_baked_light

false

Methods

void

clear ( )

void

clear_baked_meshes ( )

RID

get_bake_mesh_instance ( int idx )

Array

get_bake_meshes ( )

int

get_cell_item ( int x, int y, int z ) const

int

get_cell_item_orientation ( int x, int y, int z ) const

bool

get_collision_layer_bit ( int bit ) const

bool

get_collision_mask_bit ( int bit ) const

Array

get_meshes ( ) const

Array

get_used_cells ( ) const

Array

get_used_cells_by_item ( int item ) const

void

make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )

Vector3

map_to_world ( int x, int y, int z ) const

void

resource_changed ( Resource resource )

void

set_cell_item ( int x, int y, int z, int item, int orientation=0 )

void

set_clip ( bool enabled, bool clipabove=true, int floor=0, Vector3.Axis axis=0 )

void

set_collision_layer_bit ( int bit, bool value )

void

set_collision_mask_bit ( int bit, bool value )

Vector3

world_to_map ( Vector3 pos ) const


Signals

cell_size_changed ( Vector3 cell_size )

Emitted when cell_size changes.


Constants

INVALID_CELL_ITEM = -1

Invalid cell item that can be used in set_cell_item to clear cells (or represent an empty cell in get_cell_item).


Property Descriptions

bool bake_navigation = false

  • void set_bake_navigation ( bool value )

  • bool is_baking_navigation ( )

If true, this GridMap uses cell navmesh resources to create navigation regions.


bool cell_center_x = true

  • void set_center_x ( bool value )

  • bool get_center_x ( )

If true, grid items are centered on the X axis.


bool cell_center_y = true

  • void set_center_y ( bool value )

  • bool get_center_y ( )

If true, grid items are centered on the Y axis.


bool cell_center_z = true

  • void set_center_z ( bool value )

  • bool get_center_z ( )

If true, grid items are centered on the Z axis.


int cell_octant_size = 8

  • void set_octant_size ( int value )

  • int get_octant_size ( )

The size of each octant measured in number of cells. This applies to all three axis.


float cell_scale = 1.0

  • void set_cell_scale ( float value )

  • float get_cell_scale ( )

The scale of the cell items.

This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors.


Vector3 cell_size = Vector3( 2, 2, 2 )

The dimensions of the grid's cells.

This does not affect the size of the meshes. See cell_scale.


int collision_layer = 1

  • void set_collision_layer ( int value )

  • int get_collision_layer ( )

The physics layers this GridMap is in.

GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.


MeshLibrary mesh_library

The assigned MeshLibrary.


int navigation_layers = 1

  • void set_navigation_layers ( int value )

  • int get_navigation_layers ( )

The navigation layers the GridMap generates its navigation regions in.


PhysicsMaterial physics_material

Overrides the default friction and bounce physics properties for the whole GridMap.


bool use_in_baked_light = false

  • void set_use_in_baked_light ( bool value )

  • bool get_use_in_baked_light ( )

Controls whether this GridMap will be baked in a BakedLightmap or not.


Method Descriptions

void clear ( )

Clear all cells.


void clear_baked_meshes ( )

There is currently no description for this method. Please help us by contributing one!


RID get_bake_mesh_instance ( int idx )

There is currently no description for this method. Please help us by contributing one!


Array get_bake_meshes ( )

Returns an array of ArrayMeshes and Transform references of all bake meshes that exist within the current GridMap.


int get_cell_item ( int x, int y, int z ) const

The MeshLibrary item index located at the grid-based X, Y and Z coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.


int get_cell_item_orientation ( int x, int y, int z ) const

The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.


bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the collision_layer.


bool get_collision_mask_bit ( int bit ) const

Returns an individual bit on the collision_mask.


Array get_meshes ( ) const

Returns an array of Transform and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in world space.


Array get_used_cells ( ) const

Returns an array of Vector3 with the non-empty cell coordinates in the grid map.


Array get_used_cells_by_item ( int item ) const

Returns an array of all cells with the given item index specified in item.


void make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )

There is currently no description for this method. Please help us by contributing one!


Vector3 map_to_world ( int x, int y, int z ) const

Returns the position of a grid cell in the GridMap's local coordinate space.


void resource_changed ( Resource resource )

There is currently no description for this method. Please help us by contributing one!


void set_cell_item ( int x, int y, int z, int item, int orientation=0 )

Sets the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.

A negative item index such as INVALID_CELL_ITEM will clear the cell.

Optionally, the item's orientation can be passed. For valid orientation values, see Basis.get_orthogonal_index.


void set_clip ( bool enabled, bool clipabove=true, int floor=0, Vector3.Axis axis=0 )

There is currently no description for this method. Please help us by contributing one!


void set_collision_layer_bit ( int bit, bool value )

Sets an individual bit on the collision_layer.


void set_collision_mask_bit ( int bit, bool value )

Sets an individual bit on the collision_mask.


Vector3 world_to_map ( Vector3 pos ) const

Returns the coordinates of the grid cell containing the given point.

pos should be in the GridMap's local coordinate space.