GridMap ​
Inherits: Node3D < 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 VisualInstance3D and therefore can't be hidden or cull masked based on VisualInstance3D.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
false | ||
true | ||
true | ||
true | ||
8 | ||
1.0 | ||
Vector3(2, 2, 2) | ||
1 | ||
1 | ||
1.0 | ||
Methods
void | clear() |
void | |
get_bake_mesh_instance(idx: int) | |
get_basis_with_orthogonal_index(index: int) const | |
get_cell_item(position: Vector3i) const | |
get_cell_item_basis(position: Vector3i) const | |
get_cell_item_orientation(position: Vector3i) const | |
get_collision_layer_value(layer_number: int) const | |
get_collision_mask_value(layer_number: int) const | |
get_meshes() const | |
get_navigation_map() const | |
get_orthogonal_index_from_basis(basis: Basis) const | |
get_used_cells() const | |
get_used_cells_by_item(item: int) const | |
local_to_map(local_position: Vector3) const | |
void | make_baked_meshes(gen_lightmap_uv: bool = false, lightmap_uv_texel_size: float = 0.1) |
map_to_local(map_position: Vector3i) const | |
void | resource_changed(resource: Resource) |
void | set_cell_item(position: Vector3i, item: int, orientation: int = 0) |
void | set_collision_layer_value(layer_number: int, value: bool) |
void | set_collision_mask_value(layer_number: int, value: bool) |
void | set_navigation_map(navigation_map: RID) |
Signals
cell_size_changed(cell_size: Vector3) 🔗
Emitted when cell_size changes.
changed() 🔗
Emitted when the MeshLibrary of this GridMap 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
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.
bool cell_center_x = true 🔗
If true
, grid items are centered on the X axis.
bool cell_center_y = true 🔗
If true
, grid items are centered on the Y axis.
bool cell_center_z = true 🔗
If true
, grid items are centered on the Z axis.
The size of each octant measured in number of cells. This applies to all three axis.
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.
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.
The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.
float collision_priority = 1.0 🔗
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.
MeshLibrary mesh_library 🔗
void set_mesh_library(value: MeshLibrary)
MeshLibrary get_mesh_library()
The assigned MeshLibrary.
PhysicsMaterial physics_material 🔗
void set_physics_material(value: PhysicsMaterial)
PhysicsMaterial get_physics_material()
Overrides the default friction and bounce physics properties for the whole GridMap.
Method Descriptions
void clear() 🔗
Clear all cells.
void clear_baked_meshes() 🔗
Clears all baked meshes. See make_baked_meshes.
RID get_bake_mesh_instance(idx: int) 🔗
Returns RID of a baked mesh with the given idx
.
Returns an array of ArrayMeshes and Transform3D references of all bake meshes that exist within the current GridMap.
Basis get_basis_with_orthogonal_index(index: int) 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.
int get_cell_item(position: Vector3i) const 🔗
The MeshLibrary item index located at the given grid coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.
Basis get_cell_item_basis(position: Vector3i) const 🔗
Returns the basis that gives the specified cell its orientation.
int get_cell_item_orientation(position: Vector3i) const 🔗
The orientation of the cell at the given grid coordinates. -1
is returned if the cell is empty.
bool get_collision_layer_value(layer_number: int) 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_mask_value(layer_number: int) const 🔗
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
Returns an array of Transform3D and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in local space.
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.
int get_orthogonal_index_from_basis(basis: Basis) 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.
Array[Vector3i] get_used_cells() const 🔗
Returns an array of Vector3 with the non-empty cell coordinates in the grid map.
Array[Vector3i] get_used_cells_by_item(item: int) const 🔗
Returns an array of all cells with the given item index specified in item
.
Vector3i local_to_map(local_position: Vector3) 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 map_to_local.
void make_baked_meshes(gen_lightmap_uv: bool = false, lightmap_uv_texel_size: float = 0.1) 🔗
Bakes lightmap data for all meshes in the assigned MeshLibrary.
Vector3 map_to_local(map_position: Vector3i) 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 local_to_map.
void resource_changed(resource: Resource) 🔗
Deprecated: Use Resource.changed instead.
This method does nothing.
void set_cell_item(position: Vector3i, item: int, orientation: int = 0) 🔗
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 get_orthogonal_index_from_basis.
void set_collision_layer_value(layer_number: int, value: 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_mask_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
Sets the RID of the navigation map this GridMap node should use for its cell baked navigation meshes.