GridMap
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
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
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
If true
, grid items are centered on the X axis.
bool
cell_center_y = true
If true
, grid items are centered on the Y axis.
bool
cell_center_z = true
If true
, grid items are centered on the Z axis.
int
cell_octant_size = 8
The size of each octant measured in number of cells. This applies to all three axis.
float
cell_scale = 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.
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
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
The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.
float
collision_priority = 1.0
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
void
set_mesh_library ( value:MeshLibrary
)MeshLibrary
get_mesh_library ( )
The assigned MeshLibrary
.
PhysicsMaterial
physics_material
void
set_physics_material ( value:PhysicsMaterial
)PhysicsMaterial
get_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.
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。