Merge pull request #34009 from flyingpimonster/gridmap-docs
Docs: GridMap and MeshLibrary
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52e3944846
2 changed files with 40 additions and 14 deletions
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@ -4,7 +4,7 @@
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Library of meshes.
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</brief_description>
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<description>
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A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. This resource is used in [GridMap].
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A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap].
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</description>
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<tutorials>
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</tutorials>
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@ -22,7 +22,8 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Create a new item in the library, supplied as an ID.
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Creates a new item in the library with the given ID.
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You can get an unused ID from [method get_last_unused_item_id].
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</description>
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</method>
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<method name="find_item_by_name" qualifiers="const">
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns the first item with the given name.
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</description>
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</method>
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<method name="get_item_list" qualifiers="const">
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<return type="PoolIntArray">
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</return>
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<description>
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Returns the list of items.
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Returns the list of item IDs in use.
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</description>
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</method>
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<method name="get_item_mesh" qualifiers="const">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the mesh of the item.
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Returns the item's mesh.
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</description>
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</method>
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<method name="get_item_name" qualifiers="const">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the name of the item.
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Returns the item's name.
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</description>
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</method>
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<method name="get_item_navmesh" qualifiers="const">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the item's navigation mesh.
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</description>
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</method>
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<method name="get_item_navmesh_transform" qualifiers="const">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the transform applied to the item's navigation mesh.
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</description>
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</method>
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<method name="get_item_preview" qualifiers="const">
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@ -90,6 +94,8 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns an item's collision shapes.
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The array consists of each [Shape] followed by its [Transform].
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</description>
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</method>
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<method name="get_last_unused_item_id" qualifiers="const">
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</argument>
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<description>
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Sets the item's name.
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This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].
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</description>
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</method>
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<method name="set_item_navmesh">
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<argument index="1" name="navmesh" type="NavigationMesh">
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</argument>
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<description>
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Sets the item's navigation mesh.
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</description>
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</method>
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<method name="set_item_navmesh_transform">
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<argument index="1" name="navmesh" type="Transform">
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</argument>
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<description>
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Sets the transform to apply to the item's navigation mesh.
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</description>
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</method>
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<method name="set_item_preview">
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<argument index="1" name="texture" type="Texture">
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</argument>
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<description>
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Sets a texture to use as the item's preview icon in the editor.
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</description>
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</method>
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<method name="set_item_shapes">
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<argument index="1" name="shapes" type="Array">
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</argument>
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<description>
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Sets an item's collision shapes.
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The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].
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</description>
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</method>
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</methods>
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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 can help you create in-game level editors.
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GridMaps use a [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 [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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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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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link>
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<argument index="0" name="bit" type="int">
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</argument>
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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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<argument index="0" name="bit" type="int">
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</argument>
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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">
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<return type="Array">
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</return>
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<description>
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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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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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</return>
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<description>
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Array of [Vector3] with the non-empty cell coordinates in the grid map.
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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="make_baked_meshes">
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<argument index="2" name="z" type="int">
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</argument>
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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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<argument index="4" name="orientation" type="int" default="0">
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</argument>
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<description>
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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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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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<argument index="1" name="value" type="bool">
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</argument>
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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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<argument index="1" name="value" type="bool">
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</argument>
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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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<argument index="0" name="pos" type="Vector3">
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</argument>
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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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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.
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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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<argument index="0" name="cell_size" type="Vector3">
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</argument>
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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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