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208 lines
14 KiB
ReStructuredText
208 lines
14 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the GridMap.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_GridMap:
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GridMap
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=======
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**Inherits:** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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Node for 3D tile-based maps.
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Member Functions
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----------------
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear<class_GridMap_clear>` **(** **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_baked_meshes<class_GridMap_clear_baked_meshes>` **(** **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`RID<class_rid>` | :ref:`get_bake_mesh_instance<class_GridMap_get_bake_mesh_instance>` **(** :ref:`int<class_int>` idx **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_bake_meshes<class_GridMap_get_bake_meshes>` **(** **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_cell_item<class_GridMap_get_cell_item>` **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_cell_item_orientation<class_GridMap_get_cell_item_orientation>` **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_GridMap_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_GridMap_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_meshes<class_GridMap_get_meshes>` **(** **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_used_cells<class_GridMap_get_used_cells>` **(** **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`make_baked_meshes<class_GridMap_make_baked_meshes>` **(** :ref:`bool<class_bool>` gen_lightmap_uv=false, :ref:`float<class_float>` lightmap_uv_texel_size=0.1 **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`map_to_world<class_GridMap_map_to_world>` **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`resource_changed<class_GridMap_resource_changed>` **(** :ref:`Resource<class_resource>` resource **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_cell_item<class_GridMap_set_cell_item>` **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z, :ref:`int<class_int>` item, :ref:`int<class_int>` orientation=0 **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_clip<class_GridMap_set_clip>` **(** :ref:`bool<class_bool>` enabled, :ref:`bool<class_bool>` clipabove=true, :ref:`int<class_int>` floor=0, :ref:`int<class_int>` axis=0 **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_GridMap_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_GridMap_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`world_to_map<class_GridMap_world_to_map>` **(** :ref:`Vector3<class_vector3>` pos **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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.. _class_GridMap_cell_center_x:
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- :ref:`bool<class_bool>` **cell_center_x** - If ``true`` grid items are centered on the X axis.
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.. _class_GridMap_cell_center_y:
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- :ref:`bool<class_bool>` **cell_center_y** - If ``true`` grid items are centered on the Y axis.
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.. _class_GridMap_cell_center_z:
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- :ref:`bool<class_bool>` **cell_center_z** - If ``true`` grid items are centered on the Z axis.
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.. _class_GridMap_cell_octant_size:
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- :ref:`int<class_int>` **cell_octant_size** - The size of each octant measured in number of cells. This applies to all three axis.
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.. _class_GridMap_cell_scale:
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- :ref:`float<class_float>` **cell_scale**
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.. _class_GridMap_cell_size:
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- :ref:`Vector3<class_vector3>` **cell_size** - The dimensions of the grid's cells.
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.. _class_GridMap_collision_layer:
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- :ref:`int<class_int>` **collision_layer**
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.. _class_GridMap_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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.. _class_GridMap_theme:
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- :ref:`MeshLibrary<class_meshlibrary>` **theme** - The assigned :ref:`MeshLibrary<class_meshlibrary>`.
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Numeric Constants
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-----------------
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- **INVALID_CELL_ITEM** = **-1** --- Invalid cell item that can be used in :ref:`set_cell_item<class_GridMap_set_cell_item>` to clear cells (or represent an empty cell in :ref:`get_cell_item<class_GridMap_get_cell_item>`).
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Description
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-----------
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GridMap lets you place meshes on a grid interactively. It works both from the editor and can help you create in-game level editors.
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GridMaps use a :ref:`MeshLibrary<class_meshlibrary>` which contain a list of tiles: meshes with materials plus optional collisions and extra elements.
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A GridMap contains a collection of cells. Each grid cell refers to a :ref:`MeshLibrary<class_meshlibrary>` item. All cells in the map have the same dimensions.
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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.
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Member Function Description
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---------------------------
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.. _class_GridMap_clear:
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- void **clear** **(** **)**
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Clear all cells.
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.. _class_GridMap_clear_baked_meshes:
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- void **clear_baked_meshes** **(** **)**
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.. _class_GridMap_get_bake_mesh_instance:
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- :ref:`RID<class_rid>` **get_bake_mesh_instance** **(** :ref:`int<class_int>` idx **)**
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.. _class_GridMap_get_bake_meshes:
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- :ref:`Array<class_array>` **get_bake_meshes** **(** **)**
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.. _class_GridMap_get_cell_item:
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- :ref:`int<class_int>` **get_cell_item** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const
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The :ref:`MeshLibrary<class_meshlibrary>` item index located at the grid-based X, Y and Z coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.
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.. _class_GridMap_get_cell_item_orientation:
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- :ref:`int<class_int>` **get_cell_item_orientation** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const
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The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is retuned if the cell is empty.
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.. _class_GridMap_get_collision_layer_bit:
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- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
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.. _class_GridMap_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
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.. _class_GridMap_get_meshes:
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- :ref:`Array<class_array>` **get_meshes** **(** **)**
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Array of :ref:`Transform<class_transform>` and :ref:`Mesh<class_mesh>` references corresponding to the non empty cells in the grid. The transforms are specified in world space.
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.. _class_GridMap_get_used_cells:
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- :ref:`Array<class_array>` **get_used_cells** **(** **)** const
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Array of :ref:`Vector3<class_vector3>` with the non empty cell coordinates in the grid map.
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.. _class_GridMap_make_baked_meshes:
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- void **make_baked_meshes** **(** :ref:`bool<class_bool>` gen_lightmap_uv=false, :ref:`float<class_float>` lightmap_uv_texel_size=0.1 **)**
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.. _class_GridMap_map_to_world:
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- :ref:`Vector3<class_vector3>` **map_to_world** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z **)** const
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.. _class_GridMap_resource_changed:
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- void **resource_changed** **(** :ref:`Resource<class_resource>` resource **)**
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.. _class_GridMap_set_cell_item:
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- void **set_cell_item** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z, :ref:`int<class_int>` item, :ref:`int<class_int>` orientation=0 **)**
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Set the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.
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A negative item index will clear the cell.
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Optionally, the item's orientation can be passed.
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.. _class_GridMap_set_clip:
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- void **set_clip** **(** :ref:`bool<class_bool>` enabled, :ref:`bool<class_bool>` clipabove=true, :ref:`int<class_int>` floor=0, :ref:`int<class_int>` axis=0 **)**
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.. _class_GridMap_set_collision_layer_bit:
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- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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.. _class_GridMap_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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.. _class_GridMap_world_to_map:
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- :ref:`Vector3<class_vector3>` **world_to_map** **(** :ref:`Vector3<class_vector3>` pos **)** const
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