using_gridmaps.rst 3.5 KB

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  1. .. _doc_using_gridmaps:
  2. Using GridMaps
  3. ~~~~~~~~~~~~~~
  4. Introduction
  5. ------------
  6. :ref:`Gridmaps <class_GridMap>` are a tool for creating 3D
  7. game levels, similar to the way :ref:`TileMap <doc_using_tilemaps>`
  8. works in 2D. You start with a predefined collection of 3D meshes (a
  9. :ref:`class_MeshLibrary`) that can be placed on a grid,
  10. as if you were building a level with an unlimited amount of Lego blocks.
  11. Collisions and navigation can also be added to the meshes, just like you
  12. would do with the tiles of a tilemap.
  13. Example project
  14. ---------------
  15. To learn how GridMaps work, start by downloading the sample project:
  16. :download:`gridmap_demo.zip <files/gridmap_demo.zip>`.
  17. Unzip this project and add it to the Project Manager using the "Import"
  18. button.
  19. Creating a MeshLibrary
  20. ----------------------
  21. To begin, you need a :ref:`class_MeshLibrary`, which is a collection
  22. of individual meshes that can be used in the gridmap. Open the "MeshLibrary_Source.tscn"
  23. scene to see an example of how to set up the mesh library.
  24. .. image:: img/gridmap_meshlibrary1.png
  25. As you can see, this scene has a :ref:`class_Spatial` node as its root, and
  26. a number of :ref:`class_MeshInstance` node children.
  27. If you don't need any physics in your scene, then you're done. However, in most
  28. cases you'll want to assign collision bodies to the meshes.
  29. Collisions
  30. ----------
  31. You can manually assign a :ref:`class_StaticBody` and
  32. :ref:`class_CollisionShape` to each mesh. Alternatively, you can use the "Mesh" menu
  33. to automatically create the collision body based on the mesh data.
  34. .. image:: img/gridmap_create_body.png
  35. Note that a "Convex" collision body will work better for simple meshes. For more
  36. complex shapes, select "Create Trimesh Static Body". Once each mesh has
  37. a physics body and collision shape assigned, your mesh library is ready to
  38. be used.
  39. .. image:: img/gridmap_mesh_scene.png
  40. Materials
  41. ---------
  42. Only the materials from within the meshes are used when generating the mesh
  43. library. Materials set on the node will be ignored.
  44. Exporting the MeshLibrary
  45. -------------------------
  46. To export the library, click on Scene -> Convert To.. -> MeshLibrary.., and save it
  47. as a resource.
  48. .. image:: img/gridmap_export.png
  49. You can find an already exported MeshLibrary in the project named "MeshLibrary.tres".
  50. Using GridMap
  51. -------------
  52. Create a new scene and add a GridMap node. Add the mesh library by dragging
  53. the resource file from the FileSystem dock and dropping it in the "Theme" property
  54. in the Inspector.
  55. .. image:: img/gridmap_main.png
  56. The "Cell/Size" property should be set to the size of your meshes. You can leave
  57. it at the default value for the demo. Set the "Center Y" property to "Off".
  58. Now you can start designing the level by choosing a tile from the palette and
  59. placing it with Left-Click in the editor window. To remove a tile, hold :kbd:`Shift`
  60. and use Right-click.
  61. Click on the "GridMap" menu to see options and shortcuts. For example, pressing
  62. :kbd:`S` rotates a tile around the y-axis.
  63. .. image:: img/gridmap_menu.png
  64. Holding :kbd:`Shift` and dragging with the left mouse button will draw a selection
  65. box. You can duplicate or clear the selected area using the respective menu
  66. options.
  67. .. image:: img/gridmap_select.png
  68. In the menu, you can also change the axis you're drawing on, as well as shift
  69. the drawing plane higher or lower on its axis.
  70. .. image:: img/gridmap_shift_axis.png
  71. Using GridMap in code
  72. ---------------------
  73. See :ref:`class_GridMap` for details on the node's methods and member variables.