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324 lines
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324 lines
22 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
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.. _class_Area:
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Area
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====
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**Inherits:** :ref:`CollisionObject<class_collisionobject>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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General purpose area detection and influence for 3D physics.
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Member Functions
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----------------
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_angular_damp<class_Area_get_angular_damp>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collision_mask<class_Area_get_collision_mask>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_Area_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_gravity<class_Area_get_gravity>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_gravity_distance_scale<class_Area_get_gravity_distance_scale>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`get_gravity_vector<class_Area_get_gravity_vector>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_layer_mask<class_Area_get_layer_mask>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_layer_mask_bit<class_Area_get_layer_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_linear_damp<class_Area_get_linear_damp>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_overlapping_areas<class_Area_get_overlapping_areas>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_overlapping_bodies<class_Area_get_overlapping_bodies>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_priority<class_Area_get_priority>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_space_override_mode<class_Area_get_space_override_mode>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_gravity_a_point<class_Area_is_gravity_a_point>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_monitorable<class_Area_is_monitorable>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_monitoring_enabled<class_Area_is_monitoring_enabled>` **(** **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`overlaps_area<class_Area_overlaps_area>` **(** :ref:`Object<class_object>` area **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`overlaps_body<class_Area_overlaps_body>` **(** :ref:`Object<class_object>` body **)** const |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_angular_damp<class_Area_set_angular_damp>` **(** :ref:`float<class_float>` angular_damp **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask<class_Area_set_collision_mask>` **(** :ref:`int<class_int>` collision_mask **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_Area_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_enable_monitoring<class_Area_set_enable_monitoring>` **(** :ref:`bool<class_bool>` enable **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_gravity<class_Area_set_gravity>` **(** :ref:`float<class_float>` gravity **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_gravity_distance_scale<class_Area_set_gravity_distance_scale>` **(** :ref:`float<class_float>` distance_scale **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_gravity_is_point<class_Area_set_gravity_is_point>` **(** :ref:`bool<class_bool>` enable **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_gravity_vector<class_Area_set_gravity_vector>` **(** :ref:`Vector3<class_vector3>` vector **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_layer_mask<class_Area_set_layer_mask>` **(** :ref:`int<class_int>` layer_mask **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_layer_mask_bit<class_Area_set_layer_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_linear_damp<class_Area_set_linear_damp>` **(** :ref:`float<class_float>` linear_damp **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_monitorable<class_Area_set_monitorable>` **(** :ref:`bool<class_bool>` enable **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_priority<class_Area_set_priority>` **(** :ref:`float<class_float>` priority **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_space_override_mode<class_Area_set_space_override_mode>` **(** :ref:`int<class_int>` enable **)** |
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+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------+
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Signals
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-------
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- **area_enter** **(** :ref:`Object<class_object>` area **)**
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- **area_enter_shape** **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` area_shape **)**
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- **area_exit** **(** :ref:`Object<class_object>` area **)**
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- **area_exit_shape** **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` area_shape **)**
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- **body_enter** **(** :ref:`Object<class_object>` body **)**
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- **body_enter_shape** **(** :ref:`int<class_int>` body_id, :ref:`Object<class_object>` body, :ref:`int<class_int>` body_shape, :ref:`int<class_int>` area_shape **)**
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- **body_exit** **(** :ref:`Object<class_object>` body **)**
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- **body_exit_shape** **(** :ref:`int<class_int>` body_id, :ref:`Object<class_object>` body, :ref:`int<class_int>` body_shape, :ref:`int<class_int>` area_shape **)**
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Description
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-----------
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General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass.
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Member Function Description
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---------------------------
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.. _class_Area_get_angular_damp:
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- :ref:`float<class_float>` **get_angular_damp** **(** **)** const
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Return the angular damp rate.
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.. _class_Area_get_collision_mask:
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- :ref:`int<class_int>` **get_collision_mask** **(** **)** const
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Return the physics layers this area can scan for collisions.
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.. _class_Area_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
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Return an individual bit on the collision mask.
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.. _class_Area_get_gravity:
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- :ref:`float<class_float>` **get_gravity** **(** **)** const
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Return the gravity intensity.
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.. _class_Area_get_gravity_distance_scale:
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- :ref:`float<class_float>` **get_gravity_distance_scale** **(** **)** const
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Return the falloff factor for point gravity.
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.. _class_Area_get_gravity_vector:
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- :ref:`Vector3<class_vector3>` **get_gravity_vector** **(** **)** const
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Return the gravity vector. If gravity is a point (see :ref:`is_gravity_a_point<class_Area_is_gravity_a_point>`), this will be the attraction center.
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.. _class_Area_get_layer_mask:
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- :ref:`int<class_int>` **get_layer_mask** **(** **)** const
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Return the physics layer this area is in.
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.. _class_Area_get_layer_mask_bit:
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- :ref:`bool<class_bool>` **get_layer_mask_bit** **(** :ref:`int<class_int>` bit **)** const
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Return an individual bit on the layer mask.
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.. _class_Area_get_linear_damp:
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- :ref:`float<class_float>` **get_linear_damp** **(** **)** const
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Return the linear damp rate.
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.. _class_Area_get_overlapping_areas:
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- :ref:`Array<class_array>` **get_overlapping_areas** **(** **)** const
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Return a list of the areas that are totally or partially inside this area.
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.. _class_Area_get_overlapping_bodies:
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- :ref:`Array<class_array>` **get_overlapping_bodies** **(** **)** const
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Return a list of the bodies (:ref:`PhysicsBody<class_physicsbody>`) that are totally or partially inside this area.
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.. _class_Area_get_priority:
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- :ref:`float<class_float>` **get_priority** **(** **)** const
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Return the processing order of this area.
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.. _class_Area_get_space_override_mode:
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- :ref:`int<class_int>` **get_space_override_mode** **(** **)** const
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Return the space override mode.
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.. _class_Area_is_gravity_a_point:
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- :ref:`bool<class_bool>` **is_gravity_a_point** **(** **)** const
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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.
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.. _class_Area_is_monitorable:
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- :ref:`bool<class_bool>` **is_monitorable** **(** **)** const
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Return whether this area can be detected by other, monitoring, areas.
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.. _class_Area_is_monitoring_enabled:
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- :ref:`bool<class_bool>` **is_monitoring_enabled** **(** **)** const
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Return whether this area detects bodies/areas entering/exiting it.
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.. _class_Area_overlaps_area:
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- :ref:`bool<class_bool>` **overlaps_area** **(** :ref:`Object<class_object>` area **)** const
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Return whether the area passed is totally or partially inside this area.
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.. _class_Area_overlaps_body:
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- :ref:`bool<class_bool>` **overlaps_body** **(** :ref:`Object<class_object>` body **)** const
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Return whether the body passed is totally or partially inside this area.
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.. _class_Area_set_angular_damp:
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- void **set_angular_damp** **(** :ref:`float<class_float>` angular_damp **)**
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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.
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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.
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.. _class_Area_set_collision_mask:
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- void **set_collision_mask** **(** :ref:`int<class_int>` collision_mask **)**
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Set the physics layers this area can scan for collisions.
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.. _class_Area_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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.. _class_Area_set_enable_monitoring:
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- void **set_enable_monitoring** **(** :ref:`bool<class_bool>` enable **)**
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Set whether this area can detect bodies/areas entering/exiting it.
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.. _class_Area_set_gravity:
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- void **set_gravity** **(** :ref:`float<class_float>` gravity **)**
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Set the gravity intensity. This is useful to alter the force of gravity without altering its direction.
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This value multiplies the gravity vector, whether it is the given vector (:ref:`set_gravity_vector<class_Area_set_gravity_vector>`), or a calculated one (when using a center of gravity).
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.. _class_Area_set_gravity_distance_scale:
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- void **set_gravity_distance_scale** **(** :ref:`float<class_float>` distance_scale **)**
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Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
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.. _class_Area_set_gravity_is_point:
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- void **set_gravity_is_point** **(** :ref:`bool<class_bool>` enable **)**
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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<class_Area_set_gravity_vector>`/:ref:`get_gravity_vector<class_Area_get_gravity_vector>`.
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.. _class_Area_set_gravity_vector:
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- void **set_gravity_vector** **(** :ref:`Vector3<class_vector3>` vector **)**
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Set the gravity vector. This vector does not have to be normalized.
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If gravity is a point (see :ref:`is_gravity_a_point<class_Area_is_gravity_a_point>`), this will be the attraction center.
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.. _class_Area_set_layer_mask:
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- void **set_layer_mask** **(** :ref:`int<class_int>` layer_mask **)**
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Set the physics layers this area is in.
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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<class_Area_set_collision_mask>`.
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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.
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.. _class_Area_set_layer_mask_bit:
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- void **set_layer_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
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.. _class_Area_set_linear_damp:
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- void **set_linear_damp** **(** :ref:`float<class_float>` linear_damp **)**
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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.
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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.
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.. _class_Area_set_monitorable:
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- void **set_monitorable** **(** :ref:`bool<class_bool>` enable **)**
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Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
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.. _class_Area_set_priority:
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- void **set_priority** **(** :ref:`float<class_float>` priority **)**
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Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent.
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Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
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.. _class_Area_set_space_override_mode:
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- void **set_space_override_mode** **(** :ref:`int<class_int>` enable **)**
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Set the space override mode. This mode controls how an area affects gravity and damp.
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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.
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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.
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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.
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AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
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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.
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