class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D GridMap
Node for 3D tile-based maps.

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.

Signal cell_size_changed<>( Vector3 cell_size=, cell_size:Vector3=, ):Signal

Emitted when cell_size changes.

Signal changed<>():Signal

Emitted when the MeshLibrary of this GridMap changes.

bool bake_navigation<>():bool

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<>():bool

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

bool cell_center_y<>():bool

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

bool cell_center_z<>():bool

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

int cell_octant_size<>():int

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

float cell_scale<>():float

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

The dimensions of the grid's cells.

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

int collision_layer<>():int

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.

int collision_mask<>():int

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

float collision_priority<>():float

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<>():MeshLibrary

The assigned MeshLibrary.

PhysicsMaterial physics_material<>():PhysicsMaterial

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

void clear<>():void

Clear all cells.

void clear_baked_meshes<>():void

Clears all baked meshes. See make_baked_meshes().

RID get_bake_mesh_instance<>( int idx=, idx:int=, ):RID

Returns RID of a baked mesh with the given idx.

Array get_bake_meshes<>():Array

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

Basis get_basis_with_orthogonal_index<>( int index=, index:int=, ):Basis

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<>( Vector3i position=, position:Vector3i=, ):int

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<>( Vector3i position=, position:Vector3i=, ):Basis

Returns the basis that gives the specified cell its orientation.

int get_cell_item_orientation<>( Vector3i position=, position:Vector3i=, ):int

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

bool get_collision_layer_value<>( int layer_number=, layer_number:int=, ):bool

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<>( int layer_number=, layer_number:int=, ):bool

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

Array get_meshes<>():Array

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

RID get_navigation_map<>():RID

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=, basis:Basis=, ):int

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 get_used_cells<>():Array

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

Array get_used_cells_by_item<>( int item=, item:int=, ):Array

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

Vector3i local_to_map<>( Vector3 local_position=, local_position:Vector3=, ):Vector3i

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<>( bool gen_lightmap_uv=false, gen_lightmap_uv:bool=false, float lightmap_uv_texel_size=0.1, lightmap_uv_texel_size:float=0.1, ):void

Bakes lightmap data for all meshes in the assigned MeshLibrary.

Vector3 map_to_local<>( Vector3i map_position=, map_position:Vector3i=, ):Vector3

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=, resource:Resource=, ):void

Deprecated: Use Resource.changed instead.

This method does nothing.

void set_cell_item<>( Vector3i position=, position:Vector3i=, int item=, item:int=, int orientation=0, orientation:int=0, ):void

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<>( int layer_number=, layer_number:int=, bool value=, value:bool=, ):void

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<>( int layer_number=, layer_number:int=, bool value=, value:bool=, ):void

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

void set_navigation_map<>( RID navigation_map=, navigation_map:RID=, ):void

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




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