.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the GridMap.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_GridMap: GridMap ======= **Inherits:** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Node for 3D tile-based maps. Member Functions ---------------- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`clear` **(** **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`clear_baked_meshes` **(** **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_bake_mesh_instance` **(** :ref:`int` idx **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_bake_meshes` **(** **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_cell_item` **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_cell_item_orientation` **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_bit` **(** :ref:`int` bit **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_meshes` **(** **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_used_cells` **(** **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`make_baked_meshes` **(** :ref:`bool` gen_lightmap_uv=false, :ref:`float` lightmap_uv_texel_size=0.1 **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`map_to_world` **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`resource_changed` **(** :ref:`Resource` resource **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_cell_item` **(** :ref:`int` x, :ref:`int` y, :ref:`int` z, :ref:`int` item, :ref:`int` orientation=0 **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_clip` **(** :ref:`bool` enabled, :ref:`bool` clipabove=true, :ref:`int` floor=0, :ref:`int` axis=0 **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`world_to_map` **(** :ref:`Vector3` pos **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Member Variables ---------------- .. _class_GridMap_cell_center_x: - :ref:`bool` **cell_center_x** - If ``true`` grid items are centered on the X axis. .. _class_GridMap_cell_center_y: - :ref:`bool` **cell_center_y** - If ``true`` grid items are centered on the Y axis. .. _class_GridMap_cell_center_z: - :ref:`bool` **cell_center_z** - If ``true`` grid items are centered on the Z axis. .. _class_GridMap_cell_octant_size: - :ref:`int` **cell_octant_size** - The size of each octant measured in number of cells. This applies to all three axis. .. _class_GridMap_cell_scale: - :ref:`float` **cell_scale** .. _class_GridMap_cell_size: - :ref:`Vector3` **cell_size** - The dimensions of the grid's cells. .. _class_GridMap_collision_layer: - :ref:`int` **collision_layer** .. _class_GridMap_collision_mask: - :ref:`int` **collision_mask** .. _class_GridMap_theme: - :ref:`MeshLibrary` **theme** - The assigned :ref:`MeshLibrary`. Numeric Constants ----------------- - **INVALID_CELL_ITEM** = **-1** --- Invalid cell item that can be used in :ref:`set_cell_item` to clear cells (or represent an empty cell in :ref:`get_cell_item`). Description ----------- 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 :ref:`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 :ref:`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. Member Function Description --------------------------- .. _class_GridMap_clear: - void **clear** **(** **)** Clear all cells. .. _class_GridMap_clear_baked_meshes: - void **clear_baked_meshes** **(** **)** .. _class_GridMap_get_bake_mesh_instance: - :ref:`RID` **get_bake_mesh_instance** **(** :ref:`int` idx **)** .. _class_GridMap_get_bake_meshes: - :ref:`Array` **get_bake_meshes** **(** **)** .. _class_GridMap_get_cell_item: - :ref:`int` **get_cell_item** **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const The :ref:`MeshLibrary` item index located at the grid-based X, Y and Z coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned. .. _class_GridMap_get_cell_item_orientation: - :ref:`int` **get_cell_item_orientation** **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is retuned if the cell is empty. .. _class_GridMap_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** const .. _class_GridMap_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const .. _class_GridMap_get_meshes: - :ref:`Array` **get_meshes** **(** **)** Array of :ref:`Transform` and :ref:`Mesh` references corresponding to the non empty cells in the grid. The transforms are specified in world space. .. _class_GridMap_get_used_cells: - :ref:`Array` **get_used_cells** **(** **)** const Array of :ref:`Vector3` with the non empty cell coordinates in the grid map. .. _class_GridMap_make_baked_meshes: - void **make_baked_meshes** **(** :ref:`bool` gen_lightmap_uv=false, :ref:`float` lightmap_uv_texel_size=0.1 **)** .. _class_GridMap_map_to_world: - :ref:`Vector3` **map_to_world** **(** :ref:`int` x, :ref:`int` y, :ref:`int` z **)** const .. _class_GridMap_resource_changed: - void **resource_changed** **(** :ref:`Resource` resource **)** .. _class_GridMap_set_cell_item: - void **set_cell_item** **(** :ref:`int` x, :ref:`int` y, :ref:`int` z, :ref:`int` item, :ref:`int` orientation=0 **)** 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. .. _class_GridMap_set_clip: - void **set_clip** **(** :ref:`bool` enabled, :ref:`bool` clipabove=true, :ref:`int` floor=0, :ref:`int` axis=0 **)** .. _class_GridMap_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** .. _class_GridMap_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** .. _class_GridMap_world_to_map: - :ref:`Vector3` **world_to_map** **(** :ref:`Vector3` pos **)** const