1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GridMap" inherits="Node3D" version="4.0">
<brief_description>
Node for 3D tile-based maps.
</brief_description>
<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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link>
</tutorials>
<methods>
<method name="clear">
<return type="void">
</return>
<description>
Clear all cells.
</description>
</method>
<method name="clear_baked_meshes">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_bake_mesh_instance">
<return type="RID">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bake_meshes">
<return type="Array">
</return>
<description>
</description>
</method>
<method name="get_cell_item" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="z" type="int">
</argument>
<description>
The [MeshLibrary] item index located at the grid-based X, Y and Z coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be returned.
</description>
</method>
<method name="get_cell_item_orientation" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="z" type="int">
</argument>
<description>
The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the [member collision_layer].
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the [member collision_mask].
</description>
</method>
<method name="get_meshes">
<return type="Array">
</return>
<description>
Returns an array of [Transform] and [Mesh] references corresponding to the non-empty cells in the grid. The transforms are specified in world space.
</description>
</method>
<method name="get_used_cells" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an array of [Vector3] with the non-empty cell coordinates in the grid map.
</description>
</method>
<method name="make_baked_meshes">
<return type="void">
</return>
<argument index="0" name="gen_lightmap_uv" type="bool" default="false">
</argument>
<argument index="1" name="lightmap_uv_texel_size" type="float" default="0.1">
</argument>
<description>
</description>
</method>
<method name="map_to_world" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="z" type="int">
</argument>
<description>
Returns the position of a grid cell in the GridMap's local coordinate space.
</description>
</method>
<method name="resource_changed">
<return type="void">
</return>
<argument index="0" name="resource" type="Resource">
</argument>
<description>
</description>
</method>
<method name="set_cell_item">
<return type="void">
</return>
<argument index="0" name="x" type="int">
</argument>
<argument index="1" name="y" type="int">
</argument>
<argument index="2" name="z" type="int">
</argument>
<argument index="3" name="item" type="int">
</argument>
<argument index="4" name="orientation" type="int" default="0">
</argument>
<description>
Sets the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.
A negative item index such as [constant INVALID_CELL_ITEM] will clear the cell.
Optionally, the item's orientation can be passed. For valid orientation values, see [method Basis.get_orthogonal_index].
</description>
</method>
<method name="set_clip">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<argument index="1" name="clipabove" type="bool" default="true">
</argument>
<argument index="2" name="floor" type="int" default="0">
</argument>
<argument index="3" name="axis" type="int" enum="Vector3.Axis" default="0">
</argument>
<description>
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets an individual bit on the [member collision_layer].
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets an individual bit on the [member collision_mask].
</description>
</method>
<method name="world_to_map" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="pos" type="Vector3">
</argument>
<description>
Returns the coordinates of the grid cell containing the given point.
[code]pos[/code] should be in the GridMap's local coordinate space.
</description>
</method>
</methods>
<members>
<member name="cell_center_x" type="bool" setter="set_center_x" getter="get_center_x" default="true">
If [code]true[/code], grid items are centered on the X axis.
</member>
<member name="cell_center_y" type="bool" setter="set_center_y" getter="get_center_y" default="true">
If [code]true[/code], grid items are centered on the Y axis.
</member>
<member name="cell_center_z" type="bool" setter="set_center_z" getter="get_center_z" default="true">
If [code]true[/code], grid items are centered on the Z axis.
</member>
<member name="cell_octant_size" type="int" setter="set_octant_size" getter="get_octant_size" default="8">
The size of each octant measured in number of cells. This applies to all three axis.
</member>
<member name="cell_scale" type="float" setter="set_cell_scale" getter="get_cell_scale" default="1.0">
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.
</member>
<member name="cell_size" type="Vector3" setter="set_cell_size" getter="get_cell_size" default="Vector3( 2, 2, 2 )">
The dimensions of the grid's cells.
This does not affect the size of the meshes. See [member cell_scale].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this GridMap detects collisions in.
</member>
<member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
The assigned [MeshLibrary].
</member>
</members>
<signals>
<signal name="cell_size_changed">
<argument index="0" name="cell_size" type="Vector3">
</argument>
<description>
Emitted when [member cell_size] changes.
</description>
</signal>
</signals>
<constants>
<constant name="INVALID_CELL_ITEM" value="-1">
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]).
</constant>
</constants>
</class>
|