godot-docs/tutorials/3d/using_gridmaps.rst

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.. _doc_using_gridmaps:
Using gridmaps
~~~~~~~~~~~~~~
Introduction
------------
:ref:`Gridmaps <class_GridMap>` are a tool for creating 3D
game levels, similar to the way :ref:`TileMap <doc_using_tilemaps>`
works in 2D. You start with a predefined collection of 3D meshes (a
:ref:`class_MeshLibrary`) that can be placed on a grid,
as if you were building a level with an unlimited amount of Lego blocks.
Collisions and navigation can also be added to the meshes, just like you
would do with the tiles of a tilemap.
Example project
---------------
To learn how GridMaps work, start by downloading the sample project:
:download:`gridmap_demo.zip <files/gridmap_demo.zip>`.
Unzip this project and add it to the Project Manager using the "Import"
button.
Creating a MeshLibrary
----------------------
To begin, you need a :ref:`class_MeshLibrary`, which is a collection
of individual meshes that can be used in the gridmap. Open the "MeshLibrary_Source.tscn"
scene to see an example of how to set up the mesh library.
.. image:: img/gridmap_meshlibrary1.png
As you can see, this scene has a :ref:`class_Spatial` node as its root, and
a number of :ref:`class_MeshInstance` node children.
If you don't need any physics in your scene, then you're done. However, in most
cases you'll want to assign collision bodies to the meshes.
Collisions
----------
You can manually assign a :ref:`class_StaticBody` and
:ref:`class_CollisionShape` to each mesh. Alternatively, you can use the "Mesh" menu
to automatically create the collision body based on the mesh data.
.. image:: img/gridmap_create_body.png
Note that a "Convex" collision body will work better for simple meshes. For more
complex shapes, select "Create Trimesh Static Body". Once each mesh has
a physics body and collision shape assigned, your mesh library is ready to
be used.
.. image:: img/gridmap_mesh_scene.png
Exporting the MeshLibrary
-------------------------
To export the library, click on Scene -> Convert To.. -> MeshLibrary.., and save it
as a resource.
.. image:: img/gridmap_export.png
You can find an already exported MeshLibrary in the project named "MeshLibrary.tres".
Using GridMap
-------------
Create a new scene and add a GridMap node. Add the mesh library by dragging
the resource file from the FileSystem dock and dropping it in the "Theme" property
in the Inspector.
.. image:: img/gridmap_main.png
The "Cell/Size" property should be set to the size of your meshes. You can leave
it at the default value for the demo. Set the "Center Y" property to "Off".
Now you can start designing the level by choosing a tile from the palette and
placing it with Left-Click in the editor window. To remove a tile, use
Shift+Right-click.
Click on the "GridMap" menu to see options and shortcuts. For example, pressing
"S" rotates a tile around the y-axis.
.. image:: img/gridmap_menu.png
Holding <Shift> and dragging with the left mouse button will draw a selection
box. You can duplicate or clear the selected area using the respective menu
options.
.. image:: img/gridmap_select.png
In the menu, you can also change the axis you're drawing on as well as shift
the drawing plane higher or lower on its axis.
.. image:: img/gridmap_shift_axis.png
Using GridMap in code
---------------------
See :ref:`class_GridMap` for details on the node's methods and member variables.