Area¶
Inherits: CollisionObject < Spatial < Node < Object
General-purpose area node for detection and 3D physics influence.
Description¶
3D area that detects CollisionObject nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Properties¶
float | angular_damp | 0.1 |
String | audio_bus_name | "Master" |
bool | audio_bus_override | false |
int | collision_layer | 1 |
int | collision_mask | 1 |
float | gravity | 9.8 |
float | gravity_distance_scale | 0.0 |
bool | gravity_point | false |
Vector3 | gravity_vec | Vector3( 0, -1, 0 ) |
float | linear_damp | 0.1 |
bool | monitorable | true |
bool | monitoring | true |
float | priority | 0.0 |
float | reverb_bus_amount | 0.0 |
bool | reverb_bus_enable | false |
String | reverb_bus_name | "Master" |
float | reverb_bus_uniformity | 0.0 |
SpaceOverride | space_override | 0 |
Methods¶
bool | get_collision_layer_bit ( int bit ) const |
bool | get_collision_mask_bit ( int bit ) const |
Array | get_overlapping_areas ( ) const |
Array | get_overlapping_bodies ( ) const |
bool | overlaps_area ( Node area ) const |
bool | overlaps_body ( Node body ) const |
void | set_collision_layer_bit ( int bit, bool value ) |
void | set_collision_mask_bit ( int bit, bool value ) |
Signals¶
- area_entered ( Area area )
Emitted when another area enters.
- area_exited ( Area area )
Emitted when another area exits.
Emitted when another area enters, reporting which areas overlapped. shape_owner_get_owner(shape_find_owner(shape))
returns the parent object of the owner of the shape
.
Emitted when another area exits, reporting which areas were overlapping.
- body_entered ( Node body )
Emitted when a physics body enters.
The body
argument can either be a PhysicsBody or a GridMap instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
- body_exited ( Node body )
Emitted when a physics body exits.
The body
argument can either be a PhysicsBody or a GridMap instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
Emitted when a physics body enters, reporting which shapes overlapped.
The body
argument can either be a PhysicsBody or a GridMap instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
Emitted when a physics body exits, reporting which shapes were overlapping.
The body
argument can either be a PhysicsBody or a GridMap instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
Enumerations¶
- SPACE_OVERRIDE_DISABLED = 0 — This area does not affect gravity/damping.
- SPACE_OVERRIDE_COMBINE = 1 — This area adds its gravity/damping values to whatever has been calculated so far (in priority order).
- SPACE_OVERRIDE_COMBINE_REPLACE = 2 — This area adds its gravity/damping values to whatever has been calculated so far (in priority order), ignoring any lower priority areas.
- SPACE_OVERRIDE_REPLACE = 3 — This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
- SPACE_OVERRIDE_REPLACE_COMBINE = 4 — This area replaces any gravity/damping calculated so far (in priority order), but keeps calculating the rest of the areas.
Property Descriptions¶
- float angular_damp
Default | 0.1 |
Setter | set_angular_damp(value) |
Getter | get_angular_damp() |
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from 0
(no damping) to 1
(full damping).
- String audio_bus_name
Default | "Master" |
Setter | set_audio_bus(value) |
Getter | get_audio_bus() |
The name of the area’s audio bus.
- bool audio_bus_override
Default | false |
Setter | set_audio_bus_override(value) |
Getter | is_overriding_audio_bus() |
If true
, the area’s audio bus overrides the default audio bus.
- int collision_layer
Default | 1 |
Setter | set_collision_layer(value) |
Getter | get_collision_layer() |
The area’s physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also collision_mask.
- int collision_mask
Default | 1 |
Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
The physics layers this area scans to determine collision detection.
- float gravity
Default | 9.8 |
Setter | set_gravity(value) |
Getter | get_gravity() |
The area’s gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
- float gravity_distance_scale
Default | 0.0 |
Setter | set_gravity_distance_scale(value) |
Getter | get_gravity_distance_scale() |
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
- bool gravity_point
Default | false |
Setter | set_gravity_is_point(value) |
Getter | is_gravity_a_point() |
If true
, gravity is calculated from a point (set via gravity_vec). See also space_override.
- Vector3 gravity_vec
Default | Vector3( 0, -1, 0 ) |
Setter | set_gravity_vector(value) |
Getter | get_gravity_vector() |
The area’s gravity vector (not normalized). If gravity is a point (see gravity_point), this will be the point of attraction.
- float linear_damp
Default | 0.1 |
Setter | set_linear_damp(value) |
Getter | get_linear_damp() |
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from 0
(no damping) to 1
(full damping).
- bool monitorable
Default | true |
Setter | set_monitorable(value) |
Getter | is_monitorable() |
If true
, other monitoring areas can detect this area.
- bool monitoring
Default | true |
Setter | set_monitoring(value) |
Getter | is_monitoring() |
If true
, the area detects bodies or areas entering and exiting it.
- float priority
Default | 0.0 |
Setter | set_priority(value) |
Getter | get_priority() |
The area’s priority. Higher priority areas are processed first.
- float reverb_bus_amount
Default | 0.0 |
Setter | set_reverb_amount(value) |
Getter | get_reverb_amount() |
The degree to which this area applies reverb to its associated audio. Ranges from 0
to 1
with 0.1
precision.
- bool reverb_bus_enable
Default | false |
Setter | set_use_reverb_bus(value) |
Getter | is_using_reverb_bus() |
If true
, the area applies reverb to its associated audio.
- String reverb_bus_name
Default | "Master" |
Setter | set_reverb_bus(value) |
Getter | get_reverb_bus() |
The reverb bus name to use for this area’s associated audio.
- float reverb_bus_uniformity
Default | 0.0 |
Setter | set_reverb_uniformity(value) |
Getter | get_reverb_uniformity() |
The degree to which this area’s reverb is a uniform effect. Ranges from 0
to 1
with 0.1
precision.
- SpaceOverride space_override
Default | 0 |
Setter | set_space_override_mode(value) |
Getter | get_space_override_mode() |
Override mode for gravity and damping calculations within this area. See SpaceOverride for possible values.
Method Descriptions¶
Returns an individual bit on the layer mask.
Returns an individual bit on the collision mask.
- Array get_overlapping_areas ( ) const
Returns a list of intersecting Area
s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
- Array get_overlapping_bodies ( ) const
Returns a list of intersecting PhysicsBodys. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
If true
, the given area overlaps the Area.
Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
If true
, the given physics body overlaps the Area.
Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
The body
argument can either be a PhysicsBody or a GridMap instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
Set/clear individual bits on the layer mask. This simplifies editing this Area
’s layers.
Set/clear individual bits on the collision mask. This simplifies editing which Area
layers this Area
scans.