Area

Inherits: CollisionObject < Spatial < Node < Object

3D area for detection and physics and audio influence.

Description

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.

Methods

Array

get_overlapping_areas ( ) const

Array

get_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

overlaps_body ( Node body ) const

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 ( RID area_rid, 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 ( RID area_rid, 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 ( RID body_rid, 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 ( RID body_rid, 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

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()

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.


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()

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.


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.


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()

If true, other monitoring areas can detect this area.


Default

true

Setter

set_monitoring(value)

Getter

is_monitoring()

If true, the area detects bodies or areas entering and exiting it.


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.


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.


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

  • 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).