Class Area3D
A region of 3D space that detects other CollisionObject3Ds entering or exiting it.
- Inheritance
-
Area3D
Remarks
Area3D is a region of 3D space defined by one or multiple CollisionShape3D or CollisionPolygon3D child nodes. It detects when other CollisionObject3Ds enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
Note: Areas and bodies created with PhysicsServer3D might not interact as expected with Area3Ds, and might not emit signals or track objects correctly.
Warning: Using a ConcavePolygonShape3D inside a CollisionShape3D child of this node (created e.g. by using the Create Trimesh Collision Sibling option in the Mesh menu that appears when selecting a MeshInstance3D node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple ConvexPolygonShape3Ds or primitive shapes like BoxShape3D, or in some cases it may be replaceable by a CollisionPolygon3D.
See Also
Properties
angular_damp
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See physics/3d/default_angular_damp for more details about damping.
var angular_damp : float = 0.1
Property Value
Remarks
angular_damp_space_override
Override mode for angular damping calculations within this area. See SpaceOverride for possible values.
var angular_damp_space_override : int = 0
Property Value
Remarks
audio_bus_name
The name of the area's audio bus.
var audio_bus_name : StringName = &"Master"
Property Value
Remarks
- void set_audio_bus_name(StringName value)
- StringName get_audio_bus_name
audio_bus_override
If true
, the area's audio bus overrides the default audio bus.
var audio_bus_override : bool = false
Property Value
Remarks
gravity
The area's gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
var gravity : float = 9.8
Property Value
Remarks
gravity_direction
The area's gravity vector (not normalized).
var gravity_direction : Vector3 = Vector3(0, -1, 0)
Property Value
Remarks
gravity_point
If true
, gravity is calculated from a point (set via gravity_point_center). See also gravity_space_override.
var gravity_point : bool = false
Property Value
Remarks
gravity_point_center
If gravity is a point (see gravity_point), this will be the point of attraction.
var gravity_point_center : Vector3 = Vector3(0, -1, 0)
Property Value
Remarks
gravity_point_unit_distance
The distance at which the gravity strength is equal to gravity. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
var gravity_point_unit_distance : float = 0.0
Property Value
Remarks
gravity_space_override
Override mode for gravity calculations within this area. See SpaceOverride for possible values.
var gravity_space_override : int = 0
Property Value
Remarks
linear_damp
The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See physics/3d/default_linear_damp for more details about damping.
var linear_damp : float = 0.1
Property Value
Remarks
linear_damp_space_override
Override mode for linear damping calculations within this area. See SpaceOverride for possible values.
var linear_damp_space_override : int = 0
Property Value
Remarks
monitorable
If true
, other monitoring areas can detect this area.
var monitorable : bool = true
Property Value
Remarks
monitoring
If true
, the area detects bodies or areas entering and exiting it.
var monitoring : bool = true
Property Value
Remarks
priority
The area's priority. Higher priority areas are processed first. The World3D's physics is always processed last, after all areas.
var priority : int = 0
Property Value
Remarks
reverb_bus_amount
The degree to which this area applies reverb to its associated audio. Ranges from 0
to 1
with 0.1
precision.
var reverb_bus_amount : float = 0.0
Property Value
Remarks
reverb_bus_enabled
If true
, the area applies reverb to its associated audio.
var reverb_bus_enabled : bool = false
Property Value
Remarks
reverb_bus_name
The name of the reverb bus to use for this area's associated audio.
var reverb_bus_name : StringName = &"Master"
Property Value
Remarks
- void set_reverb_bus_name(StringName value)
- StringName get_reverb_bus_name
reverb_bus_uniformity
The degree to which this area's reverb is a uniform effect. Ranges from 0
to 1
with 0.1
precision.
var reverb_bus_uniformity : float = 0.0
Property Value
Remarks
wind_attenuation_factor
The exponential rate at which wind force decreases with distance from its origin.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
var wind_attenuation_factor : float = 0.0
Property Value
Remarks
wind_force_magnitude
The magnitude of area-specific wind force.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
var wind_force_magnitude : float = 0.0
Property Value
Remarks
wind_source_path
The Node3D which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the Node3D's local transform, and its origin is the origin of the Node3D's local transform.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
var wind_source_path : NodePath = NodePath("")
Property Value
Remarks
Methods
get_overlapping_areas
Qualifiers: const
Returns a list of intersecting Area3Ds. The overlapping area's collision_layer must be part of this area's 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.
Area3D[] get_overlapping_areas
get_overlapping_bodies
Qualifiers: const
Returns a list of intersecting PhysicsBody3Ds and GridMaps. The overlapping body's collision_layer must be part of this area's 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.
Node3D[] get_overlapping_bodies
has_overlapping_areas
Qualifiers: const
Returns true
if intersecting any Area3Ds, otherwise returns false
. The overlapping area's collision_layer must be part of this area's collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool has_overlapping_areas
has_overlapping_bodies
Qualifiers: const
Returns true
if intersecting any PhysicsBody3Ds or GridMaps, otherwise returns false
. The overlapping body's collision_layer must be part of this area's collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool has_overlapping_bodies
overlaps_area(Node)
Qualifiers: const
Returns true
if the given Area3D intersects or overlaps this Area3D, false
otherwise.
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_area(Node area)
Parameters
area
Node
overlaps_body(Node)
Qualifiers: const
Returns true
if the given physics body intersects or overlaps this Area3D, false
otherwise.
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 PhysicsBody3D or a GridMap instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.
bool overlaps_body(Node body)
Parameters
body
Node
Events
area_entered(Area3D)
Emitted when the received area
enters this area. Requires monitoring to be set to true
.
signal area_entered(Area3D area)
Parameters
area
Area3D
area_exited(Area3D)
Emitted when the received area
exits this area. Requires monitoring to be set to true
.
signal area_exited(Area3D area)
Parameters
area
Area3D
area_shape_entered(RID, Area3D, int, int)
Emitted when a Shape3D of the received area
enters a shape of this area. Requires monitoring to be set to true
.
local_shape_index
and area_shape_index
contain indices of the interacting shapes from this area and the other area, respectively. area_rid
contains the RID of the other area. These values can be used with the PhysicsServer3D.
Example: Get the CollisionShape3D 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)
signal area_shape_entered(RID area_rid, Area3D area, int area_shape_index, int local_shape_index)
Parameters
area_shape_exited(RID, Area3D, int, int)
Emitted when a Shape3D of the received area
exits a shape of this area. Requires monitoring to be set to true
.
See also Area3D.area_shape_entered.
signal area_shape_exited(RID area_rid, Area3D area, int area_shape_index, int local_shape_index)
Parameters
body_entered(Node3D)
Emitted when the received body
enters this area. body
can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true
.
signal body_entered(Node3D body)
Parameters
body
Node3D
body_exited(Node3D)
Emitted when the received body
exits this area. body
can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true
.
signal body_exited(Node3D body)
Parameters
body
Node3D
body_shape_entered(RID, Node3D, int, int)
Emitted when a Shape3D of the received body
enters a shape of this area. body
can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true
.
local_shape_index
and body_shape_index
contain indices of the interacting shapes from this area and the interacting body, respectively. body_rid
contains the RID of the body. These values can be used with the PhysicsServer3D.
Example: Get the CollisionShape3D 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)
signal body_shape_entered(RID body_rid, Node3D body, int body_shape_index, int local_shape_index)
Parameters
body_shape_exited(RID, Node3D, int, int)
Emitted when a Shape3D of the received body
exits a shape of this area. body
can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true
.
See also Area3D.body_shape_entered.
signal body_shape_exited(RID body_rid, Node3D body, int body_shape_index, int local_shape_index)