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
Remarks
cell_center_x
If true
, grid items are centered on the X axis.
var cell_center_x : bool = true
Property Value
Remarks
cell_center_y
If true
, grid items are centered on the Y axis.
var cell_center_y : bool = true
Property Value
Remarks
cell_center_z
If true
, grid items are centered on the Z axis.
var cell_center_z : bool = true
Property Value
Remarks
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
Remarks
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
Remarks
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
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
Remarks
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
Remarks
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
Remarks
mesh_library
The assigned MeshLibrary.
var mesh_library : MeshLibrary
Property Value
Remarks
- void set_mesh_library(MeshLibrary value)
- MeshLibrary get_mesh_library
physics_material
Overrides the default friction and bounce physics properties for the whole GridMap.
var physics_material : PhysicsMaterial
Property Value
Remarks
- void set_physics_material(PhysicsMaterial value)
- PhysicsMaterial get_physics_material
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
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
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
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
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