Area¶
Inherits: CollisionObject < Spatial < Node < Object
Category: Core
Brief Description¶
General purpose area node for detection and 3D physics influence.
Member Functions¶
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 ( Object area )
Emitted when another area enters.
- area_exited ( Object area )
Emitted when another area exits.
Emitted when another area enters, reporting which areas overlapped.
Emitted when another area exits, reporting which areas were overlapping.
- body_entered ( Object body )
Emitted when a PhysicsBody object enters.
- body_exited ( Object body )
Emitted when a PhysicsBody object exits.
Emitted when a PhysicsBody object enters, reporting which shapes overlapped.
Emitted when a PhysicsBody object exits, reporting which shapes were overlapping.
Member Variables¶
- float 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) to1
(full damping). - String audio_bus_name - The name of the area’s audio bus.
- bool audio_bus_override - If
true
the area’s audio bus overrides the default audio bus. Default value:false
. - int 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 - The physics layers this area scans to determine collision detection.
- float 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 - The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
- bool gravity_point - If
true
gravity is calculated from a point (set viagravity_vec
). Also seespace_override
. Default value:false
. - Vector3 gravity_vec - The area’s gravity vector (not normalized). If gravity is a point (see is_gravity_a_point), this will be the point of attraction.
- float 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) to1
(full damping). - bool monitorable - If
true
other monitoring areas can detect this area. Default value:true
. - bool monitoring - If
true
the area detects bodies or areas entering and exiting it. Default value:true
. - float priority - The area’s priority. Higher priority areas are processed first. Default value: 0.
- float reverb_bus_amount - The degree to which this area applies reverb to its associated audio. Ranges from
0
to1
with0.1
precision. - bool reverb_bus_enable - If
true
the area applies reverb to its associated audio. - String reverb_bus_name - The reverb bus name to use for this area’s associated audio.
- float reverb_bus_uniformity - The degree to which this area’s reverb is a uniform effect. Ranges from
0
to1
with0.1
precision. - SpaceOverride space_override - Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values.
Enums¶
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.
Description¶
3D area that detects CollisionObject nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Member Function Description¶
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 that 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 body overlaps the Area. Note that 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.
Set/clear individual bits on the layer mask. This simplifies editing this ``Area[code]’s layers.
Set/clear individual bits on the collision mask. This simplifies editing which Area
layers this Area
scans.