Class Area3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
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.
public class Area3D : CollisionObject3D, IDisposable
- Inheritance
-
Area3D
- Implements
- Inherited Members
Constructors
Area3D()
public Area3D()
Properties
AngularDamp
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.
public float AngularDamp { get; set; }
Property Value
AngularDampSpaceOverride
Override mode for angular damping calculations within this area. See Area3D.SpaceOverride for possible values.
public Area3D.SpaceOverride AngularDampSpaceOverride { get; set; }
Property Value
AudioBusName
The name of the area's audio bus.
public StringName AudioBusName { get; set; }
Property Value
AudioBusOverride
If true
, the area's audio bus overrides the default audio bus.
public bool AudioBusOverride { get; set; }
Property Value
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.
public float Gravity { get; set; }
Property Value
GravityDirection
The area's gravity vector (not normalized).
public Vector3 GravityDirection { get; set; }
Property Value
GravityPoint
If true
, gravity is calculated from a point (set via GravityPointCenter). See also GravitySpaceOverride.
public bool GravityPoint { get; set; }
Property Value
GravityPointCenter
If gravity is a point (see GravityPoint), this will be the point of attraction.
public Vector3 GravityPointCenter { get; set; }
Property Value
GravityPointUnitDistance
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.
public float GravityPointUnitDistance { get; set; }
Property Value
GravitySpaceOverride
Override mode for gravity calculations within this area. See Area3D.SpaceOverride for possible values.
public Area3D.SpaceOverride GravitySpaceOverride { get; set; }
Property Value
LinearDamp
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.
public float LinearDamp { get; set; }
Property Value
LinearDampSpaceOverride
Override mode for linear damping calculations within this area. See Area3D.SpaceOverride for possible values.
public Area3D.SpaceOverride LinearDampSpaceOverride { get; set; }
Property Value
Monitorable
If true
, other monitoring areas can detect this area.
public bool Monitorable { get; set; }
Property Value
Monitoring
If true
, the area detects bodies or areas entering and exiting it.
public bool Monitoring { get; set; }
Property Value
Priority
The area's priority. Higher priority areas are processed first. The World3D's physics is always processed last, after all areas.
public int Priority { get; set; }
Property Value
ReverbBusAmount
The degree to which this area applies reverb to its associated audio. Ranges from 0
to 1
with 0.1
precision.
public float ReverbBusAmount { get; set; }
Property Value
ReverbBusEnabled
If true
, the area applies reverb to its associated audio.
public bool ReverbBusEnabled { get; set; }
Property Value
ReverbBusName
The name of the reverb bus to use for this area's associated audio.
public StringName ReverbBusName { get; set; }
Property Value
ReverbBusUniformity
The degree to which this area's reverb is a uniform effect. Ranges from 0
to 1
with 0.1
precision.
public float ReverbBusUniformity { get; set; }
Property Value
WindAttenuationFactor
The exponential rate at which wind force decreases with distance from its origin.
public float WindAttenuationFactor { get; set; }
Property Value
WindForceMagnitude
The magnitude of area-specific wind force.
public float WindForceMagnitude { get; set; }
Property Value
WindSourcePath
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.
public NodePath WindSourcePath { get; set; }
Property Value
Methods
GetOverlappingAreas()
Returns a list of intersecting Area3Ds. The overlapping area's CollisionLayer must be part of this area's CollisionMask 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.
public Array<Area3D> GetOverlappingAreas()
Returns
GetOverlappingBodies()
Returns a list of intersecting PhysicsBody3Ds and GridMaps. The overlapping body's CollisionLayer must be part of this area's CollisionMask 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.
public Array<Node3D> GetOverlappingBodies()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
HasOverlappingAreas()
Returns true
if intersecting any Area3Ds, otherwise returns false
. The overlapping area's CollisionLayer must be part of this area's CollisionMask 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.
public bool HasOverlappingAreas()
Returns
HasOverlappingBodies()
Returns true
if intersecting any PhysicsBody3Ds or GridMaps, otherwise returns false
. The overlapping body's CollisionLayer must be part of this area's CollisionMask 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.
public bool HasOverlappingBodies()
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
OverlapsArea(Node)
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.
public bool OverlapsArea(Node area)
Parameters
area
Node
Returns
OverlapsBody(Node)
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.
public bool OverlapsBody(Node body)
Parameters
body
Node
Returns
Events
AreaEntered
Emitted when the received area
enters this area. Requires Monitoring to be set to true
.
public event Area3D.AreaEnteredEventHandler AreaEntered
Event Type
AreaExited
Emitted when the received area
exits this area. Requires Monitoring to be set to true
.
public event Area3D.AreaExitedEventHandler AreaExited
Event Type
AreaShapeEntered
Emitted when a Shape3D of the received area
enters a shape of this area. Requires Monitoring to be set to true
.
localShapeIndex
and areaShapeIndex
contain indices of the interacting shapes from this area and the other area, respectively. areaRid
contains the Rid of the other area. These values can be used with the PhysicsServer3D.
Example of getting the CollisionShape3D node from the shape index:
public event Area3D.AreaShapeEnteredEventHandler AreaShapeEntered
Event Type
AreaShapeExited
Emitted when a Shape3D of the received area
exits a shape of this area. Requires Monitoring to be set to true
.
See also AreaShapeEntered.
public event Area3D.AreaShapeExitedEventHandler AreaShapeExited
Event Type
BodyEntered
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
.
public event Area3D.BodyEnteredEventHandler BodyEntered
Event Type
BodyExited
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
.
public event Area3D.BodyExitedEventHandler BodyExited
Event Type
BodyShapeEntered
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
.
localShapeIndex
and bodyShapeIndex
contain indices of the interacting shapes from this area and the interacting body, respectively. bodyRid
contains the Rid of the body. These values can be used with the PhysicsServer3D.
Example of getting the CollisionShape3D node from the shape index:
public event Area3D.BodyShapeEnteredEventHandler BodyShapeEntered
Event Type
BodyShapeExited
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 BodyShapeEntered.
public event Area3D.BodyShapeExitedEventHandler BodyShapeExited