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).

Tutorials

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 this Area. Requires monitoring to be set to true.

area the other Area.

area_exited ( Area area )

Emitted when another Area exits this Area. Requires monitoring to be set to true.

area the other Area.

area_shape_entered ( int area_id, Area area, int area_shape, int local_shape )

Emitted when one of another Area's Shapes enters one of this Area's Shapes. Requires monitoring to be set to true.

area_id the RID of the other Area's CollisionObject used by the PhysicsServer.

area the other Area.

area_shape the index of the Shape of the other Area used by the PhysicsServer.

local_shape the index of the Shape of this Area used by the PhysicsServer.

area_shape_exited ( int area_id, Area area, int area_shape, int local_shape )

Emitted when one of another Area's Shapes enters one of this Area's Shapes. Requires monitoring to be set to true.

area_id the RID of the other Area's CollisionObject used by the PhysicsServer.

area the other Area.

area_shape the index of the Shape of the other Area used by the PhysicsServer.

local_shape the index of the Shape of this Area used by the PhysicsServer.

body_entered ( Node body )

Emitted when a PhysicsBody or GridMap enters this Area. Requires monitoring to be set to true. GridMaps are detected if the MeshLibrary has Collision Shapes.

body the Node, if it exists in the tree, of the other PhysicsBody or GridMap.

body_exited ( Node body )

Emitted when a PhysicsBody or GridMap exits this Area. Requires monitoring to be set to true. GridMaps are detected if the MeshLibrary has Collision Shapes.

body the Node, if it exists in the tree, of the other PhysicsBody or GridMap.

body_shape_entered ( int body_id, Node body, int body_shape, int local_shape )

Emitted when one of a PhysicsBody or GridMap's Shapes enters one of this Area's Shapes. Requires monitoring to be set to true. GridMaps are detected if the MeshLibrary has Collision Shapes.

body_id the RID of the PhysicsBody or MeshLibrary's CollisionObject used by the PhysicsServer.

body the Node, if it exists in the tree, of the PhysicsBody or GridMap.

body_shape the index of the Shape of the PhysicsBody or GridMap used by the PhysicsServer.

local_shape the index of the Shape of this Area used by the PhysicsServer.

body_shape_exited ( int body_id, Node body, int body_shape, int local_shape )

Emitted when one of a PhysicsBody or GridMap's Shapes enters one of this Area's Shapes. Requires monitoring to be set to true. GridMaps are detected if the MeshLibrary has Collision Shapes.

body_id the RID of the PhysicsBody or MeshLibrary's CollisionObject used by the PhysicsServer.

body the Node, if it exists in the tree, of the PhysicsBody or GridMap.

body_shape the index of the Shape of the PhysicsBody or GridMap used by the PhysicsServer.

local_shape the index of the Shape of this Area used by the PhysicsServer.

Enumerations

enum SpaceOverride:

  • 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.

See ProjectSettings.physics/3d/default_angular_damp for more details about 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. See Collision layers and masks in the documentation for more information.

int collision_mask

Default

1

Setter

set_collision_mask(value)

Getter

get_collision_mask()

The physics layers this area scans to determine collision detection. See Collision layers and masks in the documentation for more information.

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.

See ProjectSettings.physics/3d/default_linear_damp for more details about 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

bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the layer mask.

bool get_collision_mask_bit ( int bit ) const

Returns an individual bit on the collision mask.

Array get_overlapping_areas ( ) const

Returns a list of intersecting Areas. 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.

bool overlaps_area ( Node area ) const

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.

bool overlaps_body ( Node body ) const

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).

void set_collision_layer_bit ( int bit, bool value )

Set/clear individual bits on the layer mask. This simplifies editing this Area's layers.

void set_collision_mask_bit ( int bit, bool value )

Set/clear individual bits on the collision mask. This simplifies editing which Area layers this Area scans.

© 2014–2021 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.3/classes/class_area.html