GridMap

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Published: Sep 20, 2025 License: MIT Imports: 31 Imported by: 0

Documentation

Overview

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.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsGridMap() Instance
}

type CellItem

type CellItem int
const InvalidCellItem CellItem = -1 //gd:GridMap.INVALID_CELL_ITEM

type Expanded

type Expanded = MoreArgs

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsGridMap

func (self *Extension[T]) AsGridMap() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.GridMap

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsGridMap

func (self Instance) AsGridMap() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) BakeNavigation

func (self Instance) BakeNavigation() bool

If true, this GridMap creates a navigation region for each cell that uses a MeshLibrary item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the MeshLibrary's item.

func (Instance) CellCenterX

func (self Instance) CellCenterX() bool

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

func (Instance) CellCenterY

func (self Instance) CellCenterY() bool

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

func (Instance) CellCenterZ

func (self Instance) CellCenterZ() bool

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

func (Instance) CellOctantSize

func (self Instance) CellOctantSize() int

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

func (Instance) CellScale

func (self Instance) CellScale() Float.X

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.

func (Instance) CellSize

func (self Instance) CellSize() Vector3.XYZ

The dimensions of the grid's cells.

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

func (Instance) Clear

func (self Instance) Clear()

Clear all cells.

func (Instance) ClearBakedMeshes

func (self Instance) ClearBakedMeshes()

Clears all baked meshes. See MakeBakedMeshes.

func (Instance) CollisionLayer

func (self Instance) CollisionLayer() int

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.

func (Instance) CollisionMask

func (self Instance) CollisionMask() int

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

func (Instance) CollisionPriority

func (self Instance) CollisionPriority() Float.X

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.

func (Instance) GetBakeMeshInstance

func (self Instance) GetBakeMeshInstance(idx int) RID.Mesh

Returns Resource.ID of a baked mesh with the given 'idx'.

func (Instance) GetBakeMeshes

func (self Instance) GetBakeMeshes() []any

Returns an array of ArrayMeshes and Transform3D.BasisOrigin references of all bake meshes that exist within the current GridMap. Even indices contain ArrayMeshes, while odd indices contain Transform3D.BasisOrigins that are always equal to [Transform3d.Identity].

This method relies on the output of MakeBakedMeshes, which will be called with gen_lightmap_uv set to true and lightmap_uv_texel_size set to 0.1 if it hasn't been called yet.

func (Instance) GetBasisWithOrthogonalIndex

func (self Instance) GetBasisWithOrthogonalIndex(index int) Basis.XYZ

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.

func (Instance) GetCellItem

func (self Instance) GetCellItem(position Vector3i.XYZ) CellItem

The MeshLibrary item index located at the given grid coordinates. If the cell is empty, InvalidCellItem will be returned.

func (Instance) GetCellItemBasis

func (self Instance) GetCellItemBasis(position Vector3i.XYZ) Basis.XYZ

Returns the basis that gives the specified cell its orientation.

func (Instance) GetCellItemOrientation

func (self Instance) GetCellItemOrientation(position Vector3i.XYZ) CellItem

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

func (Instance) GetCollisionLayerValue

func (self Instance) GetCollisionLayerValue(layer_number int) bool

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

func (Instance) GetCollisionMaskValue

func (self Instance) GetCollisionMaskValue(layer_number int) bool

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

func (Instance) GetMeshes

func (self Instance) GetMeshes() []any

Returns an array of Transform3D.BasisOrigin and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in local space. Even indices contain Transform3D.BasisOrigins, while odd indices contain Meshes related to the Transform3D.BasisOrigin in the index preceding it.

func (Instance) GetNavigationMap

func (self Instance) GetNavigationMap() RID.NavigationMap3D

Returns the Resource.ID 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.

func (Instance) GetOrthogonalIndexFromBasis

func (self Instance) GetOrthogonalIndexFromBasis(basis Basis.XYZ) int

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.

func (Instance) GetUsedCells

func (self Instance) GetUsedCells() []Vector3i.XYZ

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

func (Instance) GetUsedCellsByItem

func (self Instance) GetUsedCellsByItem(item CellItem) []Vector3i.XYZ

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

func (Instance) ID

func (self Instance) ID() ID

func (Instance) LocalToMap

func (self Instance) LocalToMap(local_position Vector3.XYZ) Vector3i.XYZ

Returns the map coordinates of the cell containing the given 'local_position'. If 'local_position' is in global coordinates, consider using Node3D.ToLocal before passing it to this method. See also MapToLocal.

func (Instance) MakeBakedMeshes

func (self Instance) MakeBakedMeshes()

Generates a baked mesh that represents all meshes in the assigned MeshLibrary for use with LightmapGI. If 'gen_lightmap_uv' is true, UV2 data will be generated for each mesh currently used in the GridMap. Otherwise, only meshes that already have UV2 data present will be able to use baked lightmaps. When generating UV2, 'lightmap_uv_texel_size' controls the texel density for lightmaps, with lower values resulting in more detailed lightmaps. 'lightmap_uv_texel_size' is ignored if 'gen_lightmap_uv' is false. See also GetBakeMeshes, which relies on the output of this method.

Note: Calling this method will not actually bake lightmaps, as lightmap baking is performed using the LightmapGI node.

func (Instance) MapToLocal

func (self Instance) MapToLocal(map_position Vector3i.XYZ) Vector3.XYZ

Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, use Node3D.ToGlobal. See also LocalToMap.

func (Instance) MeshLibrary

func (self Instance) MeshLibrary() MeshLibrary.Instance

The assigned MeshLibrary.

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

MoreArgs enables certain functions to be called with additional 'optional' arguments.

func (Instance) OnCellSizeChanged

func (self Instance) OnCellSizeChanged(cb func(cell_size Vector3.XYZ), flags ...Signal.Flags)

Emitted when CellSize changes.

func (Instance) OnChanged

func (self Instance) OnChanged(cb func(), flags ...Signal.Flags)

Emitted when the MeshLibrary of this GridMap changes.

func (Instance) PhysicsMaterial

func (self Instance) PhysicsMaterial() PhysicsMaterial.Instance

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

func (Instance) ResourceChanged

func (self Instance) ResourceChanged(resource Resource.Instance)

This method does nothing.

func (Instance) SetBakeNavigation

func (self Instance) SetBakeNavigation(value bool)

SetBakeNavigation sets the property returned by [IsBakingNavigation].

func (Instance) SetCellCenterX

func (self Instance) SetCellCenterX(value bool)

SetCellCenterX sets the property returned by [GetCenterX].

func (Instance) SetCellCenterY

func (self Instance) SetCellCenterY(value bool)

SetCellCenterY sets the property returned by [GetCenterY].

func (Instance) SetCellCenterZ

func (self Instance) SetCellCenterZ(value bool)

SetCellCenterZ sets the property returned by [GetCenterZ].

func (Instance) SetCellItem

func (self Instance) SetCellItem(position Vector3i.XYZ, item CellItem)

Sets the mesh index for the cell referenced by its grid coordinates.

A negative item index such as InvalidCellItem will clear the cell.

Optionally, the item's orientation can be passed. For valid orientation values, see GetOrthogonalIndexFromBasis.

func (Instance) SetCellOctantSize

func (self Instance) SetCellOctantSize(value int)

SetCellOctantSize sets the property returned by [GetOctantSize].

func (Instance) SetCellScale

func (self Instance) SetCellScale(value Float.X)

SetCellScale sets the property returned by [GetCellScale].

func (Instance) SetCellSize

func (self Instance) SetCellSize(value Vector3.XYZ)

SetCellSize sets the property returned by [GetCellSize].

func (Instance) SetCollisionLayer

func (self Instance) SetCollisionLayer(value int)

SetCollisionLayer sets the property returned by [GetCollisionLayer].

func (Instance) SetCollisionLayerValue

func (self Instance) SetCollisionLayerValue(layer_number int, value bool)

Based on 'value', enables or disables the specified layer in the CollisionLayer, given a 'layer_number' between 1 and 32.

func (Instance) SetCollisionMask

func (self Instance) SetCollisionMask(value int)

SetCollisionMask sets the property returned by [GetCollisionMask].

func (Instance) SetCollisionMaskValue

func (self Instance) SetCollisionMaskValue(layer_number int, value bool)

Based on 'value', enables or disables the specified layer in the CollisionMask, given a 'layer_number' between 1 and 32.

func (Instance) SetCollisionPriority

func (self Instance) SetCollisionPriority(value Float.X)

SetCollisionPriority sets the property returned by [GetCollisionPriority].

func (Instance) SetMeshLibrary

func (self Instance) SetMeshLibrary(value MeshLibrary.Instance)

SetMeshLibrary sets the property returned by [GetMeshLibrary].

func (Instance) SetNavigationMap

func (self Instance) SetNavigationMap(navigation_map RID.NavigationMap3D)

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

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetPhysicsMaterial

func (self Instance) SetPhysicsMaterial(value PhysicsMaterial.Instance)

SetPhysicsMaterial sets the property returned by [GetPhysicsMaterial].

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type MoreArgs

type MoreArgs [1]gdclass.GridMap

MoreArgs is a container for Instance functions with additional 'optional' arguments.

func (MoreArgs) MakeBakedMeshes

func (self MoreArgs) MakeBakedMeshes(gen_lightmap_uv bool, lightmap_uv_texel_size Float.X)

Generates a baked mesh that represents all meshes in the assigned MeshLibrary for use with LightmapGI. If 'gen_lightmap_uv' is true, UV2 data will be generated for each mesh currently used in the GridMap. Otherwise, only meshes that already have UV2 data present will be able to use baked lightmaps. When generating UV2, 'lightmap_uv_texel_size' controls the texel density for lightmaps, with lower values resulting in more detailed lightmaps. 'lightmap_uv_texel_size' is ignored if 'gen_lightmap_uv' is false. See also GetBakeMeshes, which relies on the output of this method.

Note: Calling this method will not actually bake lightmaps, as lightmap baking is performed using the LightmapGI node.

func (MoreArgs) SetCellItem

func (self MoreArgs) SetCellItem(position Vector3i.XYZ, item CellItem, orientation int)

Sets the mesh index for the cell referenced by its grid coordinates.

A negative item index such as InvalidCellItem will clear the cell.

Optionally, the item's orientation can be passed. For valid orientation values, see GetOrthogonalIndexFromBasis.

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