Node for 3D tile-based maps.
GridMap lets you place meshes on a grid interactively. It works both from the editor and can help you create in-game level editors.
GridMaps use a [MeshLibrary] which contain a list of tiles: meshes with materials plus optional collisions and extra elements.
A GridMap contains a collection of cells. Each grid cell refers to a [MeshLibrary] item. All cells in the map have the same dimensions.
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.
Clear all cells.
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.
The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is retuned if the cell is empty.
Array of [Transform] and [Mesh] references corresponding to the non empty cells in the grid. The transforms are specified in world space.
Array of [Vector3] with the non empty cell coordinates in the grid map.
Set the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.
A negative item index will clear the cell.
Optionally, the item's orientation can be passed.
If [code]true[/code] grid items are centered on the X axis.
If [code]true[/code] grid items are centered on the Y axis.
If [code]true[/code] 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 dimensions of the grid's cells.
The assigned [MeshLibrary].
Invalid cell item that can be used in [method set_cell_item] to clear cells (or represent an empty cell in [method get_cell_item]).