.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Area.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Area: Area ==== **Inherits:** :ref:`CollisionObject` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- General purpose area node for detection and 3D physics influence. Member Functions ---------------- +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_angular_damp` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_audio_bus` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_collision_layer` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_bit` **(** :ref:`int` bit **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_collision_mask` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_gravity` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_gravity_distance_scale` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_gravity_vector` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_linear_damp` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_overlapping_areas` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_overlapping_bodies` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_priority` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_reverb_amount` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_reverb_bus` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_reverb_uniformity` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_space_override_mode` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_gravity_a_point` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_monitorable` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_monitoring` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_overriding_audio_bus` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_using_reverb_bus` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`overlaps_area` **(** :ref:`Node` area **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`overlaps_body` **(** :ref:`Node` body **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_angular_damp` **(** :ref:`float` angular_damp **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_audio_bus` **(** :ref:`String` name **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_audio_bus_override` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer` **(** :ref:`int` collision_layer **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask` **(** :ref:`int` collision_mask **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity` **(** :ref:`float` gravity **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_distance_scale` **(** :ref:`float` distance_scale **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_is_point` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_vector` **(** :ref:`Vector3` vector **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_linear_damp` **(** :ref:`float` linear_damp **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_monitorable` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_monitoring` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_priority` **(** :ref:`float` priority **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_reverb_amount` **(** :ref:`float` amount **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_reverb_bus` **(** :ref:`String` name **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_reverb_uniformity` **(** :ref:`float` amount **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_space_override_mode` **(** :ref:`int` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_use_reverb_bus` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ Signals ------- - **area_entered** **(** :ref:`Object` area **)** Emitted when another area enters. - **area_exited** **(** :ref:`Object` area **)** Emitted when another area exits. - **area_shape_entered** **(** :ref:`int` area_id, :ref:`Object` area, :ref:`int` area_shape, :ref:`int` self_shape **)** Emitted when another area enters, reporting which areas overlapped. - **area_shape_exited** **(** :ref:`int` area_id, :ref:`Object` area, :ref:`int` area_shape, :ref:`int` self_shape **)** Emitted when another area exits, reporting which areas were overlapping. - **body_entered** **(** :ref:`Object` body **)** Emitted when a :ref:`PhysicsBody` object enters. - **body_exited** **(** :ref:`Object` body **)** Emitted when a :ref:`PhysicsBody2D` object exits. - **body_shape_entered** **(** :ref:`int` body_id, :ref:`Object` body, :ref:`int` body_shape, :ref:`int` area_shape **)** Emitted when a :ref:`PhysicsBody2D` object enters, reporting which shapes overlapped. - **body_shape_exited** **(** :ref:`int` body_id, :ref:`Object` body, :ref:`int` body_shape, :ref:`int` area_shape **)** Emitted when a :ref:`PhysicsBody2D` object exits, reporting which shapes were overlapping. Member Variables ---------------- - :ref:`float` **angular_damp** - The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). - :ref:`String` **audio_bus_name** - The name of the area's audio bus. - :ref:`bool` **audio_bus_override** - If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code]. - :ref:`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 [code]collision_mask[/code]. - :ref:`int` **collision_mask** - The physics layers this area scans to determine collision detection. - :ref:`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. - :ref:`float` **gravity_distance_scale** - The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance. - :ref:`bool` **gravity_point** - If [code]true[/code] gravity is calculated from a point (set via [code]gravity_vec[/code]). Also see [code]space_override[/code]. Default value: [code]false[/code]. - :ref:`Vector3` **gravity_vec** - The area's gravity vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the point of attraction. - :ref:`float` **linear_damp** - The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). - :ref:`bool` **monitorable** - If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code]. - :ref:`bool` **monitoring** - If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code]. - :ref:`float` **priority** - The area's priority. Higher priority areas are processed first. Default value: 0. - :ref:`float` **reverb_bus_amount** - :ref:`bool` **reverb_bus_enable** - :ref:`String` **reverb_bus_name** - :ref:`float` **reverb_bus_uniformity** - :ref:`int` **space_override** - Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values. Numeric Constants ----------------- - **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 :ref:`CollisionObject` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). Member Function Description --------------------------- .. _class_Area_get_angular_damp: - :ref:`float` **get_angular_damp** **(** **)** const Return the angular damp rate. .. _class_Area_get_audio_bus: - :ref:`String` **get_audio_bus** **(** **)** const .. _class_Area_get_collision_layer: - :ref:`int` **get_collision_layer** **(** **)** const Return the physics layer this area is in. .. _class_Area_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** const Return an individual bit on the layer mask. .. _class_Area_get_collision_mask: - :ref:`int` **get_collision_mask** **(** **)** const Return the physics layers this area can scan for collisions. .. _class_Area_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const Return an individual bit on the collision mask. .. _class_Area_get_gravity: - :ref:`float` **get_gravity** **(** **)** const Return the gravity intensity. .. _class_Area_get_gravity_distance_scale: - :ref:`float` **get_gravity_distance_scale** **(** **)** const Return the falloff factor for point gravity. .. _class_Area_get_gravity_vector: - :ref:`Vector3` **get_gravity_vector** **(** **)** const Return the gravity vector. If gravity is a point (see :ref:`is_gravity_a_point`), this will be the attraction center. .. _class_Area_get_linear_damp: - :ref:`float` **get_linear_damp** **(** **)** const Return the linear damp rate. .. _class_Area_get_overlapping_areas: - :ref:`Array` **get_overlapping_areas** **(** **)** const Returns a list of intersecting :ref:`Area`\ s. .. _class_Area_get_overlapping_bodies: - :ref:`Array` **get_overlapping_bodies** **(** **)** const Returns a list of intersecting :ref:`PhysicsBody`\ s. .. _class_Area_get_priority: - :ref:`float` **get_priority** **(** **)** const Return the processing order of this area. .. _class_Area_get_reverb_amount: - :ref:`float` **get_reverb_amount** **(** **)** const .. _class_Area_get_reverb_bus: - :ref:`String` **get_reverb_bus** **(** **)** const .. _class_Area_get_reverb_uniformity: - :ref:`float` **get_reverb_uniformity** **(** **)** const .. _class_Area_get_space_override_mode: - :ref:`int` **get_space_override_mode** **(** **)** const Return the space override mode. .. _class_Area_is_gravity_a_point: - :ref:`bool` **is_gravity_a_point** **(** **)** const Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. .. _class_Area_is_monitorable: - :ref:`bool` **is_monitorable** **(** **)** const Return whether this area can be detected by other, monitoring, areas. .. _class_Area_is_monitoring: - :ref:`bool` **is_monitoring** **(** **)** const Return whether this area detects bodies/areas entering/exiting it. .. _class_Area_is_overriding_audio_bus: - :ref:`bool` **is_overriding_audio_bus** **(** **)** const .. _class_Area_is_using_reverb_bus: - :ref:`bool` **is_using_reverb_bus** **(** **)** const .. _class_Area_overlaps_area: - :ref:`bool` **overlaps_area** **(** :ref:`Node` area **)** const If ``true`` the given area overlaps the Area. .. _class_Area_overlaps_body: - :ref:`bool` **overlaps_body** **(** :ref:`Node` body **)** const If ``true`` the given body overlaps the Area. .. _class_Area_set_angular_damp: - void **set_angular_damp** **(** :ref:`float` angular_damp **)** Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. .. _class_Area_set_audio_bus: - void **set_audio_bus** **(** :ref:`String` name **)** .. _class_Area_set_audio_bus_override: - void **set_audio_bus_override** **(** :ref:`bool` enable **)** .. _class_Area_set_collision_layer: - void **set_collision_layer** **(** :ref:`int` collision_layer **)** Set the physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask`. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. .. _class_Area_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. .. _class_Area_set_collision_mask: - void **set_collision_mask** **(** :ref:`int` collision_mask **)** Set the physics layers this area can scan for collisions. .. _class_Area_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. .. _class_Area_set_gravity: - void **set_gravity** **(** :ref:`float` gravity **)** Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. This value multiplies the gravity vector, whether it is the given vector (:ref:`set_gravity_vector`), or a calculated one (when using a center of gravity). .. _class_Area_set_gravity_distance_scale: - void **set_gravity_distance_scale** **(** :ref:`float` distance_scale **)** Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. .. _class_Area_set_gravity_is_point: - void **set_gravity_is_point** **(** :ref:`bool` enable **)** When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use :ref:`set_gravity_vector`/:ref:`get_gravity_vector`. .. _class_Area_set_gravity_vector: - void **set_gravity_vector** **(** :ref:`Vector3` vector **)** Set the gravity vector. This vector does not have to be normalized. If gravity is a point (see :ref:`is_gravity_a_point`), this will be the attraction center. .. _class_Area_set_linear_damp: - void **set_linear_damp** **(** :ref:`float` linear_damp **)** Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. .. _class_Area_set_monitorable: - void **set_monitorable** **(** :ref:`bool` enable **)** Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. .. _class_Area_set_monitoring: - void **set_monitoring** **(** :ref:`bool` enable **)** Set whether this area can detect bodies/areas entering/exiting it. .. _class_Area_set_priority: - void **set_priority** **(** :ref:`float` priority **)** Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. .. _class_Area_set_reverb_amount: - void **set_reverb_amount** **(** :ref:`float` amount **)** .. _class_Area_set_reverb_bus: - void **set_reverb_bus** **(** :ref:`String` name **)** .. _class_Area_set_reverb_uniformity: - void **set_reverb_uniformity** **(** :ref:`float` amount **)** .. _class_Area_set_space_override_mode: - void **set_space_override_mode** **(** :ref:`int` enable **)** Set the space override mode. This mode controls how an area affects gravity and damp. AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. .. _class_Area_set_use_reverb_bus: - void **set_use_reverb_bus** **(** :ref:`bool` enable **)**