Area

Inherits: CollisionObject < Spatial < Node < Object

3D area for detection and physics and audio influence.

Descripción

3D area that detects CollisionObject nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses.

Tutoriales

Propiedades

float

angular_damp

0.1

String

audio_bus_name

"Master"

bool

audio_bus_override

false

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

Métodos

Array

get_overlapping_areas ( ) const

Array

get_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

overlaps_body ( Node body ) const

Señales

  • 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 ( RID area_rid, Area area, int area_shape_index, int local_shape_index )

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

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

area the other Area.

area_shape_index the index of the Shape of the other Area used by the PhysicsServer. Get the CollisionShape node with area.shape_owner_get_owner(area_shape_index).

local_shape_index the index of the Shape of this Area used by the PhysicsServer. Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).


  • area_shape_exited ( RID area_rid, Area area, int area_shape_index, int local_shape_index )

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

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

area the other Area.

area_shape_index the index of the Shape of the other Area used by the PhysicsServer. Get the CollisionShape node with area.shape_owner_get_owner(area_shape_index).

local_shape_index the index of the Shape of this Area used by the PhysicsServer. Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).


  • 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 ( RID body_rid, Node body, int body_shape_index, int local_shape_index )

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_rid 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_index the index of the Shape of the PhysicsBody or GridMap used by the PhysicsServer. Get the CollisionShape node with body.shape_owner_get_owner(body_shape_index).

local_shape_index the index of the Shape of this Area used by the PhysicsServer. Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).


  • body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )

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_rid 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_index the index of the Shape of the PhysicsBody or GridMap used by the PhysicsServer. Get the CollisionShape node with body.shape_owner_get_owner(body_shape_index).

local_shape_index the index of the Shape of this Area used by the PhysicsServer. Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).

Enumeraciones

enum SpaceOverride:

  • SPACE_OVERRIDE_DISABLED = 0 --- Esta zona no afecta a la gravedad/amortiguación.

  • SPACE_OVERRIDE_COMBINE = 1 --- Esta área añade sus valores de gravedad/amortiguación a lo que se ha calculado hasta ahora (en el orden priority).

  • SPACE_OVERRIDE_COMBINE_REPLACE = 2 --- Esta área añade sus valores de gravedad/amortiguación a lo que se ha calculado hasta ahora (en el orden priority), ignorando cualquier área de menor prioridad.

  • SPACE_OVERRIDE_REPLACE = 3 --- Esta área reemplaza cualquier gravedad/amortiguación, incluso las predeterminadas, ignorando cualquier área de menor prioridad.

  • SPACE_OVERRIDE_REPLACE_COMBINE = 4 --- Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora (en orden de priority), pero sigue calculando el resto de las áreas.

Descripciones de Propiedades

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.


Default

"Master"

Setter

set_audio_bus(value)

Getter

get_audio_bus()

El nombre del bus de audio de la zona.


  • bool audio_bus_override

Default

false

Setter

set_audio_bus_override(value)

Getter

is_overriding_audio_bus()

Si true, el área del bus de audio sobrescribe el bus de audio por defecto.


Default

9.8

Setter

set_gravity(value)

Getter

get_gravity()

The area's gravity intensity (in meters per second squared). 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()

El factor de caída para la gravedad puntual. Cuanto mayor es el valor, más rápido disminuye la gravedad con la distancia.


  • bool gravity_point

Default

false

Setter

set_gravity_is_point(value)

Getter

is_gravity_a_point()

Si true, la gravedad se calcula a partir de un punto (establecido mediante gravity_vec). Ver también space_override.


Default

Vector3( 0, -1, 0 )

Setter

set_gravity_vector(value)

Getter

get_gravity_vector()

El vector de gravedad del área (no normalizado). Si la gravedad es un punto (véase gravity_point), éste será el punto de atracción.


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.


Default

true

Setter

set_monitorable(value)

Getter

is_monitorable()

Si true, otras áreas de monitoreo pueden detectar esta área.


Default

true

Setter

set_monitoring(value)

Getter

is_monitoring()

Si true, el área detecta cuerpos o áreas que entran y salen de ella.


Default

0.0

Setter

set_priority(value)

Getter

get_priority()

La prioridad de la zona. Las áreas de mayor prioridad se procesan primero.


  • float reverb_bus_amount

Default

0.0

Setter

set_reverb_amount(value)

Getter

get_reverb_amount()

El grado en que esta área aplica reverberación a su audio asociado. Va de 0 a 1 con una precisión de 0.1.


  • bool reverb_bus_enable

Default

false

Setter

set_use_reverb_bus(value)

Getter

is_using_reverb_bus()

Si true, el área aplica reverberación a su audio asociado.


Default

"Master"

Setter

set_reverb_bus(value)

Getter

get_reverb_bus()

El nombre del bus de reverberación que se usará para el audio asociado a esta área.


  • float reverb_bus_uniformity

Default

0.0

Setter

set_reverb_uniformity(value)

Getter

get_reverb_uniformity()

El grado de reverberación de esta área es un efecto uniforme. Va de 0 a 1 con una precisión de 0,1.


Default

0

Setter

set_space_override_mode(value)

Getter

get_space_override_mode()

Modo de sobreescritura para los cálculos de gravedad y amortiguación dentro de esta área. Ver SpaceOverride para los posibles valores.

Descripciones de Métodos

  • Array get_overlapping_areas ( ) const

Returns a list of intersecting Areas. The overlapping area's CollisionObject.collision_layer must be part of this area's CollisionObject.collision_mask in order to be detected.

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. The overlapping body's CollisionObject.collision_layer must be part of this area's CollisionObject.collision_mask in order to be detected.

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).