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 a custom audio bus.

To give the area its shape, add a CollisionShape or a CollisionPolygon node as a direct child (or add multiple such nodes as direct children) of the area.

Warning: See ConcavePolygonShape (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area.

Warning: With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead.

Tutorials

Properties

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

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_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 from the other Area.

local_shape_index the index of the Shape from this Area.

Example of getting the CollisionShape node from the shape index:

var other_shape_owner = area.shape_find_owner(area_shape_index)
var other_shape_node = area.shape_owner_get_owner(other_shape_owner)

var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)

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 from the other Area.

local_shape_index the index of the Shape from this Area.

See also area_shape_entered.


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 from the PhysicsBody or GridMap.

local_shape_index the index of the Shape from this Area.

Example of getting the CollisionShape node from the shape index:

var body_shape_owner = body.shape_find_owner(body_shape_index)
var body_shape_node = body.shape_owner_get_owner(body_shape_owner)

var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)

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 from the PhysicsBody or GridMap.

local_shape_index the index of the Shape from this Area.

See also body_shape_entered.


Enumerations

enum SpaceOverride:

SpaceOverride SPACE_OVERRIDE_DISABLED = 0

This area does not affect gravity/damping.

SpaceOverride SPACE_OVERRIDE_COMBINE = 1

This area adds its gravity/damping values to whatever has been calculated so far (in priority order).

SpaceOverride 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.

SpaceOverride SPACE_OVERRIDE_REPLACE = 3

This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.

SpaceOverride 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 = 0.1

  • void set_angular_damp ( float value )

  • float 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 = "Master"

  • void set_audio_bus ( String value )

  • String get_audio_bus ( )

The name of the area's audio bus.


bool audio_bus_override = false

  • void set_audio_bus_override ( bool value )

  • bool is_overriding_audio_bus ( )

If true, the area's audio bus overrides the default audio bus.


float gravity = 9.8

  • void set_gravity ( float value )

  • float 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 = 0.0

  • void set_gravity_distance_scale ( float value )

  • float get_gravity_distance_scale ( )

The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.


bool gravity_point = false

  • void set_gravity_is_point ( bool value )

  • bool is_gravity_a_point ( )

If true, gravity is calculated from a point (set via gravity_vec). See also space_override.


Vector3 gravity_vec = Vector3( 0, -1, 0 )

  • void set_gravity_vector ( Vector3 value )

  • Vector3 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 = 0.1

  • void set_linear_damp ( float value )

  • float 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 = true

  • void set_monitorable ( bool value )

  • bool is_monitorable ( )

If true, other monitoring areas can detect this area.


bool monitoring = true

  • void set_monitoring ( bool value )

  • bool is_monitoring ( )

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


float priority = 0.0

  • void set_priority ( float value )

  • float get_priority ( )

The area's priority. Higher priority areas are processed first.


float reverb_bus_amount = 0.0

  • void set_reverb_amount ( float value )

  • float 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 = false

  • void set_use_reverb_bus ( bool value )

  • bool is_using_reverb_bus ( )

If true, the area applies reverb to its associated audio.


String reverb_bus_name = "Master"

  • void set_reverb_bus ( String value )

  • String get_reverb_bus ( )

The reverb bus name to use for this area's associated audio.


float reverb_bus_uniformity = 0.0

  • void set_reverb_uniformity ( float value )

  • float 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 = 0

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. 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).