Table of Contents

Class GridMap

Node for 3D tile-based maps.

Inheritance
GridMap

Remarks

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 VisualInstance3D and therefore can't be hidden or cull masked based on layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.

See Also

Fields

INVALID_CELL_ITEM

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

const INVALID_CELL_ITEM = -1

Properties

bake_navigation

If true, this GridMap creates a navigation region for each cell that uses a mesh_library item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the MeshLibrary's item.

var bake_navigation : bool = false

Property Value

bool

Remarks

  • void set_bake_navigation(bool value)
  • bool is_baking_navigation

cell_center_x

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

var cell_center_x : bool = true

Property Value

bool

Remarks

  • void set_center_x(bool value)
  • bool get_center_x

cell_center_y

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

var cell_center_y : bool = true

Property Value

bool

Remarks

  • void set_center_y(bool value)
  • bool get_center_y

cell_center_z

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

var cell_center_z : bool = true

Property Value

bool

Remarks

  • void set_center_z(bool value)
  • bool get_center_z

cell_octant_size

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

var cell_octant_size : int = 8

Property Value

int

Remarks

  • void set_octant_size(int value)
  • int get_octant_size

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.

var cell_scale : float = 1.0

Property Value

float

Remarks

  • void set_cell_scale(float value)
  • float get_cell_scale

cell_size

The dimensions of the grid's cells.

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

var cell_size : Vector3 = Vector3(2, 2, 2)

Property Value

Vector3

Remarks

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.

var collision_layer : int = 1

Property Value

int

Remarks

  • void set_collision_layer(int value)
  • int get_collision_layer

collision_mask

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

var collision_mask : int = 1

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

collision_priority

The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.

var collision_priority : float = 1.0

Property Value

float

Remarks

  • void set_collision_priority(float value)
  • float get_collision_priority

mesh_library

The assigned MeshLibrary.

var mesh_library : MeshLibrary

Property Value

MeshLibrary

Remarks

physics_material

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

var physics_material : PhysicsMaterial

Property Value

PhysicsMaterial

Remarks

Methods

clear

Clear all cells.

void clear

clear_baked_meshes

Clears all baked meshes. See GridMap.make_baked_meshes.

void clear_baked_meshes

get_bake_mesh_instance(int)

Returns RID of a baked mesh with the given idx.

RID get_bake_mesh_instance(int idx)

Parameters

idx int

get_bake_meshes

Returns an array of ArrayMeshes and Transform3D references of all bake meshes that exist within the current GridMap.

Array get_bake_meshes

get_basis_with_orthogonal_index(int)

Qualifiers: const

Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Godot source code.

Basis get_basis_with_orthogonal_index(int index)

Parameters

index int

get_cell_item(Vector3i)

Qualifiers: const

The MeshLibrary item index located at the given grid coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.

int get_cell_item(Vector3i position)

Parameters

position Vector3i

get_cell_item_basis(Vector3i)

Qualifiers: const

Returns the basis that gives the specified cell its orientation.

Basis get_cell_item_basis(Vector3i position)

Parameters

position Vector3i

get_cell_item_orientation(Vector3i)

Qualifiers: const

The orientation of the cell at the given grid coordinates. -1 is returned if the cell is empty.

int get_cell_item_orientation(Vector3i position)

Parameters

position Vector3i

get_collision_layer_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.

bool get_collision_layer_value(int layer_number)

Parameters

layer_number int

get_collision_mask_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.

bool get_collision_mask_value(int layer_number)

Parameters

layer_number int

get_meshes

Qualifiers: const

Returns an array of Transform3D and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in local space.

Array get_meshes

get_navigation_map

Qualifiers: const

Returns the RID of the navigation map this GridMap node uses for its cell baked navigation meshes.

This function returns always the map set on the GridMap node and not the map on the NavigationServer. If the map is changed directly with the NavigationServer API the GridMap node will not be aware of the map change.

RID get_navigation_map

get_orthogonal_index_from_basis(Basis)

Qualifiers: const

This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Godot source code.

int get_orthogonal_index_from_basis(Basis basis)

Parameters

basis Basis

get_used_cells

Qualifiers: const

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

Vector3i[] get_used_cells

get_used_cells_by_item(int)

Qualifiers: const

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

Vector3i[] get_used_cells_by_item(int item)

Parameters

item int

local_to_map(Vector3)

Qualifiers: const

Returns the map coordinates of the cell containing the given local_position. If local_position is in global coordinates, consider using Node3D.to_local before passing it to this method. See also GridMap.map_to_local.

Vector3i local_to_map(Vector3 local_position)

Parameters

local_position Vector3

make_baked_meshes(bool, float)

Bakes lightmap data for all meshes in the assigned MeshLibrary.

void make_baked_meshes(bool gen_lightmap_uv, float lightmap_uv_texel_size)

Parameters

gen_lightmap_uv bool
lightmap_uv_texel_size float

map_to_local(Vector3i)

Qualifiers: const

Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, use Node3D.to_global. See also GridMap.local_to_map.

Vector3 map_to_local(Vector3i map_position)

Parameters

map_position Vector3i

resource_changed(Resource)

This method does nothing.

void resource_changed(Resource resource)

Parameters

resource Resource

set_cell_item(Vector3i, int, int)

Sets the mesh index for the cell referenced by its grid 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 GridMap.get_orthogonal_index_from_basis.

void set_cell_item(Vector3i position, int item, int orientation)

Parameters

position Vector3i
item int
orientation int

set_collision_layer_value(int, bool)

Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.

void set_collision_layer_value(int layer_number, bool value)

Parameters

layer_number int
value bool

set_collision_mask_value(int, bool)

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.

void set_collision_mask_value(int layer_number, bool value)

Parameters

layer_number int
value bool

set_navigation_map(RID)

Sets the RID of the navigation map this GridMap node should use for its cell baked navigation meshes.

void set_navigation_map(RID navigation_map)

Parameters

navigation_map RID

Events

cell_size_changed(Vector3)

Emitted when cell_size changes.

signal cell_size_changed(Vector3 cell_size)

Parameters

cell_size Vector3

changed

Emitted when the MeshLibrary of this GridMap changes.

signal changed