Node for 3D tile-based maps. GridMap lets you place meshes on a grid interactively. It works both from the editor and can help you create in-game level editors. GridMaps use a [MeshLibrary] which contain a list of tiles: meshes with materials plus optional collisions and extra elements. A GridMap contains a collection of cells. Each grid cell refers to a [MeshLibrary] item. All cells in the map have the same dimensions. 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. http://docs.godotengine.org/en/3.0/tutorials/3d/using_gridmaps.html Clear all cells. The [MeshLibrary] item index located at the grid-based X, Y and Z coordinates. If the cell is empty, [INVALID_CELL_ITEM] will be returned. The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is retuned if the cell is empty. Array of [Transform] and [Mesh] references corresponding to the non empty cells in the grid. The transforms are specified in world space. Array of [Vector3] with the non empty cell coordinates in the grid map. Set the mesh index for the cell referenced by its grid-based X, Y and Z coordinates. A negative item index will clear the cell. Optionally, the item's orientation can be passed. If [code]true[/code] grid items are centered on the X axis. If [code]true[/code] grid items are centered on the Y axis. If [code]true[/code] grid items are centered on the Z axis. The size of each octant measured in number of cells. This applies to all three axis. The dimensions of the grid's cells. The assigned [MeshLibrary]. 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]).