Table of Contents

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

float

Remarks

  • void set_angular_damp(float value)
  • float get_angular_damp

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

int

Remarks

  • void set_angular_damp_space_override_mode(int value)
  • int get_angular_damp_space_override_mode

audio_bus_name

The name of the area's audio bus.

var audio_bus_name : StringName = &"Master"

Property Value

StringName

Remarks

audio_bus_override

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

var audio_bus_override : bool = false

Property Value

bool

Remarks

  • void set_audio_bus_override(bool value)
  • bool is_overriding_audio_bus

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

float

Remarks

gravity_direction

The area's gravity vector (not normalized).

var gravity_direction : Vector3 = Vector3(0, -1, 0)

Property Value

Vector3

Remarks

  • void set_gravity_direction(Vector3 value)
  • Vector3 get_gravity_direction

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

bool

Remarks

  • void set_gravity_is_point(bool value)
  • bool is_gravity_a_point

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

Vector3

Remarks

  • void set_gravity_point_center(Vector3 value)
  • Vector3 get_gravity_point_center

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

float

Remarks

  • void set_gravity_point_unit_distance(float value)
  • float get_gravity_point_unit_distance

gravity_space_override

Override mode for gravity calculations within this area. See SpaceOverride for possible values.

var gravity_space_override : int = 0

Property Value

int

Remarks

  • void set_gravity_space_override_mode(int value)
  • int get_gravity_space_override_mode

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

float

Remarks

  • void set_linear_damp(float value)
  • float get_linear_damp

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

int

Remarks

  • void set_linear_damp_space_override_mode(int value)
  • int get_linear_damp_space_override_mode

monitorable

If true, other monitoring areas can detect this area.

var monitorable : bool = true

Property Value

bool

Remarks

  • void set_monitorable(bool value)
  • bool is_monitorable

monitoring

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

var monitoring : bool = true

Property Value

bool

Remarks

  • void set_monitoring(bool value)
  • bool is_monitoring

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

int

Remarks

  • void set_priority(int value)
  • int get_priority

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

float

Remarks

  • void set_reverb_amount(float value)
  • float get_reverb_amount

reverb_bus_enabled

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

var reverb_bus_enabled : bool = false

Property Value

bool

Remarks

  • void set_use_reverb_bus(bool value)
  • bool is_using_reverb_bus

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

StringName

Remarks

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

float

Remarks

  • void set_reverb_uniformity(float value)
  • float get_reverb_uniformity

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

float

Remarks

  • void set_wind_attenuation_factor(float value)
  • float get_wind_attenuation_factor

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

float

Remarks

  • void set_wind_force_magnitude(float value)
  • float get_wind_force_magnitude

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

NodePath

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_rid RID
area Area3D
area_shape_index int
local_shape_index int

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

area_rid RID
area Area3D
area_shape_index int
local_shape_index int

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_rid RID
body Node3D
body_shape_index int
local_shape_index int

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)

Parameters

body_rid RID
body Node3D
body_shape_index int
local_shape_index int