GridMap

继承: Node3D < Node < Object

Node for 3D tile-based maps.

描述

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.

Note: GridMap doesn't extend VisualInstance3D and therefore can't be hidden or cull masked based on VisualInstance3D.layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.

属性

方法

voidclear ( )
voidclear_baked_meshes ( )
RIDget_bake_mesh_instance ( idx: int )
Arrayget_bake_meshes ( )
Basisget_basis_with_orthogonal_index ( index: int ) const1
intget_cell_item ( position: Vector3i ) const1
Basisget_cell_item_basis ( position: Vector3i ) const1
intget_cell_item_orientation ( position: Vector3i ) const1
boolget_collision_layer_value ( layer_number: int ) const1
boolget_collision_mask_value ( layer_number: int ) const1
Arrayget_meshes ( ) const1
RIDget_navigation_map ( ) const1
intget_orthogonal_index_from_basis ( basis: Basis ) const1
Array Vector3iget_used_cells ( ) const1
Array Vector3iget_used_cells_by_item ( item: int ) const1
Vector3ilocal_to_map ( local_position: Vector3 ) const1
voidmake_baked_meshes ( gen_lightmap_uv: bool = false, lightmap_uv_texel_size: float = 0.1 )
Vector3map_to_local ( map_position: Vector3i ) const1
voidresource_changed ( resource: Resource )
voidset_cell_item ( position: Vector3i, item: int, orientation: int = 0 )
voidset_collision_layer_value ( layer_number: int, value: bool )
voidset_collision_mask_value ( layer_number: int, value: bool )
voidset_navigation_map ( navigation_map: RID )

信号

cell_size_changed ( cell_size: Vector3 )

Emitted when cell_size changes.


changed ( )

Emitted when the MeshLibrary of this GridMap changes.


常量

INVALID_CELL_ITEM = -1

Invalid cell item that can be used in set_cell_item to clear cells (or represent an empty cell in get_cell_item).


属性说明

bool bake_navigation = false

  • void set_bake_navigation ( value: bool )
  • bool is_baking_navigation ( )

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 = true

  • void set_center_x ( value: bool )
  • bool get_center_x ( )

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


bool cell_center_y = true

  • void set_center_y ( value: bool )
  • bool get_center_y ( )

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


bool cell_center_z = true

  • void set_center_z ( value: bool )
  • bool get_center_z ( )

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


int cell_octant_size = 8

  • void set_octant_size ( value: int )
  • int get_octant_size ( )

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


float cell_scale = 1.0

  • void set_cell_scale ( value: float )
  • float get_cell_scale ( )

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(2, 2, 2)

The dimensions of the grid's cells.

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


int collision_layer = 1

  • void set_collision_layer ( value: int )
  • int get_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 = 1

  • void set_collision_mask ( value: int )
  • int get_collision_mask ( )

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


float collision_priority = 1.0

  • void set_collision_priority ( value: float )
  • float get_collision_priority ( )

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

The assigned MeshLibrary.


PhysicsMaterial physics_material

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


方法说明

void clear ( )

Clear all cells.


void clear_baked_meshes ( )

Clears all baked meshes. See make_baked_meshes.


RID get_bake_mesh_instance ( idx: int )

Returns RID of a baked mesh with the given idx.


Array get_bake_meshes ( )

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


Basis get_basis_with_orthogonal_index ( index: int ) const1

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 ( position: Vector3i ) const1

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 ( position: Vector3i ) const1

Returns the basis that gives the specified cell its orientation.


int get_cell_item_orientation ( position: Vector3i ) const1

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


bool get_collision_layer_value ( layer_number: int ) const1

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 ( layer_number: int ) const1

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


Array get_meshes ( ) const1

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 ( ) const1

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 ) const1

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 Vector3i get_used_cells ( ) const1

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


Array Vector3i get_used_cells_by_item ( item: int ) const1

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


Vector3i local_to_map ( local_position: Vector3 ) const1

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 ( gen_lightmap_uv: bool = false, lightmap_uv_texel_size: float = 0.1 )

Bakes lightmap data for all meshes in the assigned MeshLibrary.


Vector3 map_to_local ( map_position: Vector3i ) const1

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 )

已弃用: Use Resource.changed instead.

This method does nothing.


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

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 ( layer_number: int, value: bool )

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 ( layer_number: int, value: bool )

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 ( navigation_map: RID )

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

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。