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 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.

    Tutorials

    Methods

    voidclear ( )
    void ( )
    RID ( int idx )
    get_bake_meshes ( )
    get_cell_item ( x, int y, z ) const
    int ( int x, y, int z ) const
    get_collision_layer_bit ( bit ) const
    bool ( int bit ) const
    get_meshes ( )
    get_used_cells ( ) const
    void ( bool gen_lightmap_uv=false, lightmap_uv_texel_size=0.1 )
    Vector3 ( int x, y, int z ) const
    void ( Resource resource )
    void ( int x, y, int z, item, int orientation=0 )
    void ( bool enabled, clipabove=true, int floor=0, Vector3.Axis axis=0 )
    void ( int bit, value )
    voidset_collision_mask_bit ( bit, bool value )
    world_to_map ( pos ) const
    • cell_size_changed ( Vector3 cell_size )

    Emitted when changes.

    Constants

    Defaulttrue
    Setterset_center_x(value)
    Getterget_center_x()

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


    • cell_center_y

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


    Default
    Setterset_center_z(value)
    Getterget_center_z()

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


    • cell_octant_size
    Default8
    Setterset_octant_size(value)
    Getterget_octant_size()

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


    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.


    • cell_size
    DefaultVector3( 2, 2, 2 )
    Setterset_cell_size(value)
    Getterget_cell_size()

    The dimensions of the grid’s cells.

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


    • collision_layer
    Default1
    Setterset_collision_layer(value)
    Getterget_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.


    • int collision_mask

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


    Setterset_mesh_library(value)
    Getterget_mesh_library()

    The assigned .

    Method Descriptions

    • void clear ( )

    Clear all cells.


    • void clear_baked_meshes ( )

    • RID get_bake_mesh_instance ( idx )


    • int get_cell_item ( x, int y, z ) const

    The MeshLibrary item index located at the grid-based X, Y and Z coordinates. If the cell is empty, will be returned.


    • int get_cell_item_orientation ( x, int y, z ) const

    The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.


    • bool get_collision_layer_bit ( bit ) const

    • bool get_collision_mask_bit ( bit ) const

    Returns an individual bit on the collision_mask.


    • get_meshes ( )

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


    • Array get_used_cells ( ) const

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


    • void make_baked_meshes ( bool gen_lightmap_uv=false, lightmap_uv_texel_size=0.1 )

    Returns the position of a grid cell in the GridMap’s local coordinate space.


    • void resource_changed ( Resource resource )

    • void set_cell_item ( x, int y, z, int item, orientation=0 )

    Sets the mesh index for the cell referenced by its grid-based X, Y and Z 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 .


    • void set_clip ( bool enabled, clipabove=true, int floor=0, Vector3.Axis axis=0 )

    • void set_collision_layer_bit ( bit, bool value )

    Sets an individual bit on the .


    Sets an individual bit on the collision_mask.


    • world_to_map ( Vector3 pos ) const

    Returns the coordinates of the grid cell containing the given point.