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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			274 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			274 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  grid_map.h                                                           */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef GRID_MAP_H
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#define GRID_MAP_H
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#include "scene/3d/navigation.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/mesh_library.h"
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#include "scene/resources/multimesh.h"
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class GridMap : public Spatial {
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	GDCLASS(GridMap, Spatial);
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	enum {
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		MAP_DIRTY_TRANSFORMS = 1,
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		MAP_DIRTY_INSTANCES = 2,
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	};
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	union IndexKey {
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		struct {
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			int16_t x;
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			int16_t y;
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			int16_t z;
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		};
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		uint64_t key;
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		_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
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			return key < p_key.key;
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		}
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		IndexKey() { key = 0; }
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	};
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	/**
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	 * @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
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	 */
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	union Cell {
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		struct {
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			unsigned int item : 16;
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			unsigned int rot : 5;
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			unsigned int layer : 8;
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		};
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		uint32_t cell;
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		Cell() {
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			item = 0;
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			rot = 0;
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			layer = 0;
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		}
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	};
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	/**
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	 * @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
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	 * A GridMap can have multiple Octants.
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	 */
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	struct Octant {
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		struct NavMesh {
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			int id;
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			Transform xform;
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		};
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		struct MultimeshInstance {
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			RID instance;
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			RID multimesh;
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			struct Item {
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				int index;
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				Transform transform;
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				IndexKey key;
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			};
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			Vector<Item> items; //tools only, for changing visibility
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		};
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		Vector<MultimeshInstance> multimesh_instances;
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		Set<IndexKey> cells;
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		RID collision_debug;
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		RID collision_debug_instance;
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		bool dirty;
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		RID static_body;
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		Map<IndexKey, NavMesh> navmesh_ids;
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	};
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	union OctantKey {
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		struct {
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			int16_t x;
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			int16_t y;
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			int16_t z;
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			int16_t empty;
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		};
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		uint64_t key;
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		_FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
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			return key < p_key.key;
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		}
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		//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
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		OctantKey() { key = 0; }
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	};
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	uint32_t collision_layer;
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	uint32_t collision_mask;
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	Transform last_transform;
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	bool _in_tree;
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	Vector3 cell_size;
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	int octant_size;
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	bool center_x, center_y, center_z;
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	float cell_scale;
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	Navigation *navigation;
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	bool clip;
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	bool clip_above;
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	int clip_floor;
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	bool recreating_octants;
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	Vector3::Axis clip_axis;
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	Ref<MeshLibrary> mesh_library;
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	Map<OctantKey, Octant *> octant_map;
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	Map<IndexKey, Cell> cell_map;
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	void _recreate_octant_data();
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	struct BakeLight {
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		VS::LightType type;
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		Vector3 pos;
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		Vector3 dir;
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		float param[VS::LIGHT_PARAM_MAX];
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	};
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	_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
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		return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
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	}
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	void _reset_physic_bodies_collision_filters();
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	void _octant_enter_world(const OctantKey &p_key);
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	void _octant_exit_world(const OctantKey &p_key);
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	bool _octant_update(const OctantKey &p_key);
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	void _octant_clean_up(const OctantKey &p_key);
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	void _octant_transform(const OctantKey &p_key);
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	bool awaiting_update;
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	void _queue_octants_dirty();
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	void _update_octants_callback();
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	void resource_changed(const RES &p_res);
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	void _clear_internal();
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	Vector3 _get_offset() const;
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	struct BakedMesh {
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		Ref<Mesh> mesh;
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		RID instance;
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	};
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	Vector<BakedMesh> baked_meshes;
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protected:
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	bool _set(const StringName &p_name, const Variant &p_value);
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	bool _get(const StringName &p_name, Variant &r_ret) const;
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	void _get_property_list(List<PropertyInfo> *p_list) const;
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	void _notification(int p_what);
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	void _update_visibility();
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	static void _bind_methods();
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public:
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	enum {
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		INVALID_CELL_ITEM = -1
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	};
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	void set_collision_layer(uint32_t p_layer);
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	uint32_t get_collision_layer() const;
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	void set_collision_mask(uint32_t p_mask);
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	uint32_t get_collision_mask() const;
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	void set_collision_layer_bit(int p_bit, bool p_value);
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	bool get_collision_layer_bit(int p_bit) const;
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	void set_collision_mask_bit(int p_bit, bool p_value);
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	bool get_collision_mask_bit(int p_bit) const;
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	void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
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	Ref<MeshLibrary> get_mesh_library() const;
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	void set_cell_size(const Vector3 &p_size);
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	Vector3 get_cell_size() const;
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	void set_octant_size(int p_size);
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	int get_octant_size() const;
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	void set_center_x(bool p_enable);
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	bool get_center_x() const;
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	void set_center_y(bool p_enable);
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	bool get_center_y() const;
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	void set_center_z(bool p_enable);
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	bool get_center_z() const;
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	void set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot = 0);
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	int get_cell_item(int p_x, int p_y, int p_z) const;
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	int get_cell_item_orientation(int p_x, int p_y, int p_z) const;
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	Vector3 world_to_map(const Vector3 &p_world_pos) const;
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	Vector3 map_to_world(int p_x, int p_y, int p_z) const;
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	void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
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	void set_cell_scale(float p_scale);
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	float get_cell_scale() const;
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	Array get_used_cells() const;
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	Array get_meshes();
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	void clear_baked_meshes();
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	void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
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	void clear();
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	Array get_bake_meshes();
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	RID get_bake_mesh_instance(int p_idx);
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	GridMap();
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	~GridMap();
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};
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#endif // GRID_MAP_H
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