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Area

Inherits: CollisionObject<class_CollisionObject> < Spatial<class_Spatial> < Node<class_Node> < Object<class_Object>

Category: Core

Brief Description

General purpose area node for detection and 3D physics influence.

Properties

float<class_float> angular_damp<class_Area_property_angular_damp>
String<class_String> audio_bus_name<class_Area_property_audio_bus_name>
bool<class_bool> audio_bus_override<class_Area_property_audio_bus_override>
int<class_int> collision_layer<class_Area_property_collision_layer>
int<class_int> collision_mask<class_Area_property_collision_mask>
float<class_float> gravity<class_Area_property_gravity>
float<class_float> gravity_distance_scale<class_Area_property_gravity_distance_scale>
bool<class_bool> gravity_point<class_Area_property_gravity_point>
Vector3<class_Vector3> gravity_vec<class_Area_property_gravity_vec>
float<class_float> linear_damp<class_Area_property_linear_damp>
bool<class_bool> monitorable<class_Area_property_monitorable>
bool<class_bool> monitoring<class_Area_property_monitoring>
float<class_float> priority<class_Area_property_priority>
float<class_float> reverb_bus_amount<class_Area_property_reverb_bus_amount>
bool<class_bool> reverb_bus_enable<class_Area_property_reverb_bus_enable>
String<class_String> reverb_bus_name<class_Area_property_reverb_bus_name>
float<class_float> reverb_bus_uniformity<class_Area_property_reverb_bus_uniformity>
SpaceOverride<enum_Area_SpaceOverride> space_override<class_Area_property_space_override>

Methods

bool<class_bool> get_collision_layer_bit<class_Area_method_get_collision_layer_bit> ( int<class_int> bit ) const
bool<class_bool> get_collision_mask_bit<class_Area_method_get_collision_mask_bit> ( int<class_int> bit ) const
Array<class_Array> get_overlapping_areas<class_Area_method_get_overlapping_areas> ( ) const
Array<class_Array> get_overlapping_bodies<class_Area_method_get_overlapping_bodies> ( ) const
bool<class_bool> overlaps_area<class_Area_method_overlaps_area> ( Node<class_Node> area ) const
bool<class_bool> overlaps_body<class_Area_method_overlaps_body> ( Node<class_Node> body ) const
void set_collision_layer_bit<class_Area_method_set_collision_layer_bit> ( int<class_int> bit, bool<class_bool> value )
void set_collision_mask_bit<class_Area_method_set_collision_mask_bit> ( int<class_int> bit, bool<class_bool> value )

Signals

  • area_entered ( Area<class_Area> area )

Emitted when another area enters.


  • area_exited ( Area<class_Area> area )

Emitted when another area exits.


  • area_shape_entered ( int<class_int> area_id, Area<class_Area> area, int<class_int> area_shape, int<class_int> self_shape )

Emitted when another area enters, reporting which areas overlapped.


  • area_shape_exited ( int<class_int> area_id, Area<class_Area> area, int<class_int> area_shape, int<class_int> self_shape )

Emitted when another area exits, reporting which areas were overlapping.


  • body_entered ( Node<class_Node> body )

Emitted when a PhysicsBody<class_PhysicsBody> object enters.


  • body_exited ( Node<class_Node> body )

Emitted when a PhysicsBody<class_PhysicsBody> object exits.


  • body_shape_entered ( int<class_int> body_id, Node<class_Node> body, int<class_int> body_shape, int<class_int> area_shape )

Emitted when a PhysicsBody<class_PhysicsBody> object enters, reporting which shapes overlapped.


  • body_shape_exited ( int<class_int> body_id, Node<class_Node> body, int<class_int> body_shape, int<class_int> area_shape )

Emitted when a PhysicsBody<class_PhysicsBody> object exits, reporting which shapes were overlapping.

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<class_Area_property_priority> order).
  • SPACE_OVERRIDE_COMBINE_REPLACE = 2 --- This area adds its gravity/damping values to whatever has been calculated so far (in priority<class_Area_property_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<class_Area_property_priority> order), but keeps calculating the rest of the areas.

Description

3D area that detects CollisionObject<class_CollisionObject> nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).

Property Descriptions

  • float<class_float> angular_damp
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. Values range from 0 (no damping) to 1 (full damping).


  • String<class_String> audio_bus_name
Setter set_audio_bus(value)
Getter get_audio_bus()

The name of the area's audio bus.


  • bool<class_bool> audio_bus_override
Setter set_audio_bus_override(value)
Getter is_overriding_audio_bus()

If true, the area's audio bus overrides the default audio bus. Default value: false.


  • int<class_int> collision_layer
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<class_Area_property_collision_mask>.


  • int<class_int> collision_mask
Setter set_collision_mask(value)
Getter get_collision_mask()

The physics layers this area scans to determine collision detection.


  • float<class_float> gravity
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<class_float> gravity_distance_scale
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<class_bool> gravity_point
Setter set_gravity_is_point(value)
Getter is_gravity_a_point()

If true, gravity is calculated from a point (set via gravity_vec<class_Area_property_gravity_vec>). Also see space_override<class_Area_property_space_override>. Default value: false.


  • Vector3<class_Vector3> gravity_vec
Setter set_gravity_vector(value)
Getter get_gravity_vector()

The area's gravity vector (not normalized). If gravity is a point (see gravity_point<class_Area_property_gravity_point>), this will be the point of attraction.


  • float<class_float> linear_damp
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. Values range from 0 (no damping) to 1 (full damping).


  • bool<class_bool> monitorable
Setter set_monitorable(value)
Getter is_monitorable()

If true, other monitoring areas can detect this area. Default value: true.


  • bool<class_bool> monitoring
Setter set_monitoring(value)
Getter is_monitoring()

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


  • float<class_float> priority
Setter set_priority(value)
Getter get_priority()

The area's priority. Higher priority areas are processed first. Default value: 0.


  • float<class_float> reverb_bus_amount
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<class_bool> reverb_bus_enable
Setter set_use_reverb_bus(value)
Getter is_using_reverb_bus()

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


  • String<class_String> reverb_bus_name
Setter set_reverb_bus(value)
Getter get_reverb_bus()

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


  • float<class_float> reverb_bus_uniformity
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<enum_Area_SpaceOverride> space_override
Setter set_space_override_mode(value)
Getter get_space_override_mode()

Override mode for gravity and damping calculations within this area. See SpaceOverride<enum_Area_SpaceOverride> for possible values.

Method Descriptions

  • bool<class_bool> get_collision_layer_bit ( int<class_int> bit ) const

Returns an individual bit on the layer mask.


  • bool<class_bool> get_collision_mask_bit ( int<class_int> bit ) const

Returns an individual bit on the collision mask.


  • Array<class_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<class_Array> get_overlapping_bodies ( ) const

Returns a list of intersecting PhysicsBody<class_PhysicsBody>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.


  • bool<class_bool> overlaps_area ( Node<class_Node> area ) const

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.


  • bool<class_bool> overlaps_body ( Node<class_Node> body ) const

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.


  • void set_collision_layer_bit ( int<class_int> bit, bool<class_bool> value )

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


  • void set_collision_mask_bit ( int<class_int> bit, bool<class_bool> value )

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