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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "GridMap" inherits= "Spatial" version= "3.5" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../../../doc/class.xsd" >
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<brief_description >
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Node for 3D tile-based maps.
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</brief_description>
<description >
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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.
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[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be hidden or cull masked based on [member VisualInstance.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
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</description>
<tutorials >
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<link title= "Using gridmaps" > $DOCS_URL/tutorials/3d/using_gridmaps.html</link>
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<link title= "3D Platformer Demo" > https://godotengine.org/asset-library/asset/125</link>
<link title= "3D Kinematic Character Demo" > https://godotengine.org/asset-library/asset/126</link>
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</tutorials>
<methods >
<method name= "clear" >
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<return type= "void" />
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<description >
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Clear all cells.
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</description>
</method>
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<method name= "clear_baked_meshes" >
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<return type= "void" />
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<description >
</description>
</method>
<method name= "get_bake_mesh_instance" >
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<return type= "RID" />
<argument index= "0" name= "idx" type= "int" />
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<description >
</description>
</method>
<method name= "get_bake_meshes" >
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<return type= "Array" />
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<description >
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Returns an array of [ArrayMesh]es and [Transform] references of all bake meshes that exist within the current GridMap.
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</description>
</method>
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<method name= "get_cell_item" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "x" type= "int" />
<argument index= "1" name= "y" type= "int" />
<argument index= "2" name= "z" type= "int" />
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<description >
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The [MeshLibrary] item index located at the grid-based X, Y and Z coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be returned.
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</description>
</method>
<method name= "get_cell_item_orientation" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "x" type= "int" />
<argument index= "1" name= "y" type= "int" />
<argument index= "2" name= "z" type= "int" />
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<description >
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The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.
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</description>
</method>
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<method name= "get_collision_layer_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
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Returns an individual bit on the [member collision_layer].
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</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
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Returns an individual bit on the [member collision_mask].
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</description>
</method>
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<method name= "get_meshes" qualifiers= "const" >
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<return type= "Array" />
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<description >
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Returns an array of [Transform] and [Mesh] references corresponding to the non-empty cells in the grid. The transforms are specified in world space.
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</description>
</method>
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<method name= "get_used_cells" qualifiers= "const" >
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<return type= "Array" />
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<description >
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Returns an array of [Vector3] with the non-empty cell coordinates in the grid map.
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</description>
</method>
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<method name= "get_used_cells_by_item" qualifiers= "const" >
<return type= "Array" />
<argument index= "0" name= "item" type= "int" />
<description >
Returns an array of all cells with the given item index specified in [code]item[/code].
</description>
</method>
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<method name= "make_baked_meshes" >
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<return type= "void" />
<argument index= "0" name= "gen_lightmap_uv" type= "bool" default= "false" />
<argument index= "1" name= "lightmap_uv_texel_size" type= "float" default= "0.1" />
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<description >
</description>
</method>
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<method name= "map_to_world" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "x" type= "int" />
<argument index= "1" name= "y" type= "int" />
<argument index= "2" name= "z" type= "int" />
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<description >
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Returns the position of a grid cell in the GridMap's local coordinate space.
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</description>
</method>
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<method name= "resource_changed" >
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<return type= "void" />
<argument index= "0" name= "resource" type= "Resource" />
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<description >
</description>
</method>
<method name= "set_cell_item" >
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<return type= "void" />
<argument index= "0" name= "x" type= "int" />
<argument index= "1" name= "y" type= "int" />
<argument index= "2" name= "z" type= "int" />
<argument index= "3" name= "item" type= "int" />
<argument index= "4" name= "orientation" type= "int" default= "0" />
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<description >
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Sets the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.
A negative item index such as [constant INVALID_CELL_ITEM] will clear the cell.
Optionally, the item's orientation can be passed. For valid orientation values, see [method Basis.get_orthogonal_index].
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</description>
</method>
<method name= "set_clip" >
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<return type= "void" />
<argument index= "0" name= "enabled" type= "bool" />
<argument index= "1" name= "clipabove" type= "bool" default= "true" />
<argument index= "2" name= "floor" type= "int" default= "0" />
<argument index= "3" name= "axis" type= "int" enum= "Vector3.Axis" default= "0" />
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<description >
</description>
</method>
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<method name= "set_collision_layer_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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Sets an individual bit on the [member collision_layer].
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</description>
</method>
<method name= "set_collision_mask_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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Sets an individual bit on the [member collision_mask].
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</description>
</method>
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<method name= "world_to_map" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "pos" type= "Vector3" />
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<description >
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Returns the coordinates of the grid cell containing the given point.
[code]pos[/code] should be in the GridMap's local coordinate space.
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</description>
</method>
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</methods>
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<members >
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<member name= "cell_center_x" type= "bool" setter= "set_center_x" getter= "get_center_x" default= "true" >
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If [code]true[/code], grid items are centered on the X axis.
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</member>
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<member name= "cell_center_y" type= "bool" setter= "set_center_y" getter= "get_center_y" default= "true" >
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If [code]true[/code], grid items are centered on the Y axis.
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</member>
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<member name= "cell_center_z" type= "bool" setter= "set_center_z" getter= "get_center_z" default= "true" >
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If [code]true[/code], grid items are centered on the Z axis.
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</member>
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<member name= "cell_octant_size" type= "int" setter= "set_octant_size" getter= "get_octant_size" default= "8" >
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The size of each octant measured in number of cells. This applies to all three axis.
</member>
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<member name= "cell_scale" type= "float" setter= "set_cell_scale" getter= "get_cell_scale" default= "1.0" >
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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.
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</member>
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<member name= "cell_size" type= "Vector3" setter= "set_cell_size" getter= "get_cell_size" default= "Vector3( 2, 2, 2 )" >
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The dimensions of the grid's cells.
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This does not affect the size of the meshes. See [member cell_scale].
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</member>
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
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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.
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</member>
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<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name= "mesh_library" type= "MeshLibrary" setter= "set_mesh_library" getter= "get_mesh_library" >
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The assigned [MeshLibrary].
</member>
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<member name= "physics_material" type= "PhysicsMaterial" setter= "set_physics_material" getter= "get_physics_material" >
Overrides the default friction and bounce physics properties for the whole [GridMap].
</member>
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<member name= "use_in_baked_light" type= "bool" setter= "set_use_in_baked_light" getter= "get_use_in_baked_light" default= "false" >
Controls whether this GridMap will be baked in a [BakedLightmap] or not.
</member>
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</members>
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<signals >
<signal name= "cell_size_changed" >
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<argument index= "0" name= "cell_size" type= "Vector3" />
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<description >
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Emitted when [member cell_size] changes.
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</description>
</signal>
</signals>
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<constants >
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<constant name= "INVALID_CELL_ITEM" value= "-1" >
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Invalid cell item that can be used in [method set_cell_item] to clear cells (or represent an empty cell in [method get_cell_item]).
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</constant>
</constants>
</class>