214 lines
9.6 KiB
XML
214 lines
9.6 KiB
XML
<?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>
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<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.
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GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.
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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.
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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>
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<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>
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<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
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</tutorials>
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<methods>
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<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>
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</method>
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<method name="clear_baked_meshes">
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<return type="void" />
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<description>
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</description>
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</method>
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<method name="get_bake_mesh_instance">
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<return type="RID" />
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<argument index="0" name="idx" type="int" />
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<description>
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</description>
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</method>
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<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>
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</method>
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<method name="get_cell_item" qualifiers="const">
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<return type="int" />
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<argument index="0" name="x" type="int" />
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<argument index="1" name="y" type="int" />
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<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>
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</method>
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<method name="get_cell_item_orientation" qualifiers="const">
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<return type="int" />
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<argument index="0" name="x" type="int" />
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<argument index="1" name="y" type="int" />
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<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>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool" />
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<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>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool" />
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<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>
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</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>
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</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>
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</method>
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<method name="get_used_cells_by_item" qualifiers="const">
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<return type="Array" />
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<argument index="0" name="item" type="int" />
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<description>
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Returns an array of all cells with the given item index specified in [code]item[/code].
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</description>
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</method>
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<method name="make_baked_meshes">
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<return type="void" />
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<argument index="0" name="gen_lightmap_uv" type="bool" default="false" />
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<argument index="1" name="lightmap_uv_texel_size" type="float" default="0.1" />
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<description>
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</description>
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</method>
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<method name="map_to_world" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="x" type="int" />
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<argument index="1" name="y" type="int" />
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<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>
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</method>
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<method name="resource_changed">
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<return type="void" />
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<argument index="0" name="resource" type="Resource" />
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<description>
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</description>
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</method>
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<method name="set_cell_item">
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<return type="void" />
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<argument index="0" name="x" type="int" />
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<argument index="1" name="y" type="int" />
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<argument index="2" name="z" type="int" />
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<argument index="3" name="item" type="int" />
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<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.
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A negative item index such as [constant INVALID_CELL_ITEM] will clear the cell.
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Optionally, the item's orientation can be passed. For valid orientation values, see [method Basis.get_orthogonal_index].
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</description>
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</method>
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<method name="set_clip">
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<return type="void" />
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<argument index="0" name="enabled" type="bool" />
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<argument index="1" name="clipabove" type="bool" default="true" />
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<argument index="2" name="floor" type="int" default="0" />
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<argument index="3" name="axis" type="int" enum="Vector3.Axis" default="0" />
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<description>
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<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>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<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>
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</method>
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<method name="world_to_map" qualifiers="const">
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<return type="Vector3" />
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<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.
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[code]pos[/code] should be in the GridMap's local coordinate space.
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</description>
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</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.
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</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.
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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.
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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].
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</member>
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<member name="physics_material" type="PhysicsMaterial" setter="set_physics_material" getter="get_physics_material">
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Overrides the default friction and bounce physics properties for the whole [GridMap].
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</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">
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Controls whether this GridMap will be baked in a [BakedLightmap] or not.
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</member>
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</members>
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<signals>
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<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>
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</signal>
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</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>
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</constants>
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</class>
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