Area3D
继承: CollisionObject3D
< Node3D
< Node
< Object
A region of 3D space that detects other CollisionObject3D
s entering or exiting it.
描述
Area3D is a region of 3D space defined by one or multiple CollisionShape3D
or CollisionPolygon3D
child nodes. It detects when other CollisionObject3D
s 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 Area3D s, 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 ConvexPolygonShape3D
s or primitive shapes like BoxShape3D
, or in some cases it may be replaceable by a CollisionPolygon3D
.
属性
方法
Array Area3D | get_overlapping_areas ( ) const1 |
Array Node3D | get_overlapping_bodies ( ) const1 |
bool | has_overlapping_areas ( ) const1 |
bool | has_overlapping_bodies ( ) const1 |
bool | overlaps_area ( area: Node ) const1 |
bool | overlaps_body ( body: Node ) const1 |
信号
area_entered ( area: Area3D
)
Emitted when the received area
enters this area. Requires monitoring
to be set to true
.
area_exited ( area: Area3D
)
Emitted when the received area
exits this area. Requires monitoring
to be set to true
.
area_shape_entered ( area_rid: RID
, area: Area3D
, area_shape_index: int
, local_shape_index: 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 of getting 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)
area_shape_exited ( area_rid: RID
, area: Area3D
, area_shape_index: int
, local_shape_index: int
)
Emitted when a Shape3D
of the received area
exits a shape of this area. Requires monitoring
to be set to true
.
See also area_shape_entered
.
body_entered ( body: Node3D
)
Emitted when the received body
enters this area. body
can be a PhysicsBody3D
or a GridMap
. GridMap
s are detected if their MeshLibrary
has collision shapes configured. Requires monitoring
to be set to true
.
body_exited ( body: Node3D
)
Emitted when the received body
exits this area. body
can be a PhysicsBody3D
or a GridMap
. GridMap
s are detected if their MeshLibrary
has collision shapes configured. Requires monitoring
to be set to true
.
body_shape_entered ( body_rid: RID
, body: Node3D
, body_shape_index: int
, local_shape_index: int
)
Emitted when a Shape3D
of the received body
enters a shape of this area. body
can be a PhysicsBody3D
or a GridMap
. GridMap
s 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 of getting 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)
body_shape_exited ( body_rid: RID
, body: Node3D
, body_shape_index: int
, local_shape_index: int
)
Emitted when a Shape3D
of the received body
exits a shape of this area. body
can be a PhysicsBody3D
or a GridMap
. GridMap
s are detected if their MeshLibrary
has collision shapes configured. Requires monitoring
to be set to true
.
See also body_shape_entered
.
枚举
enum SpaceOverride:
SpaceOverride SPACE_OVERRIDE_DISABLED = 0
This area does not affect gravity/damping.
SpaceOverride SPACE_OVERRIDE_COMBINE = 1
This area adds its gravity/damping values to whatever has been calculated so far (in priority
order).
SpaceOverride 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.
SpaceOverride SPACE_OVERRIDE_REPLACE = 3
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
SpaceOverride 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.
属性说明
float
angular_damp = 0.1
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.
SpaceOverride angular_damp_space_override = 0
void
set_angular_damp_space_override_mode ( value: SpaceOverride )- SpaceOverride get_angular_damp_space_override_mode ( )
Override mode for angular damping calculations within this area. See SpaceOverride for possible values.
StringName
audio_bus_name = &"Master"
void
set_audio_bus_name ( value:StringName
)StringName
get_audio_bus_name ( )
The name of the area's audio bus.
bool
audio_bus_override = false
If true
, the area's audio bus overrides the default audio bus.
float
gravity = 9.8
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.
Vector3
gravity_direction = Vector3(0, -1, 0)
The area's gravity vector (not normalized).
bool
gravity_point = false
If true
, gravity is calculated from a point (set via gravity_point_center
). See also gravity_space_override
.
Vector3
gravity_point_center = Vector3(0, -1, 0)
If gravity is a point (see gravity_point
), this will be the point of attraction.
float
gravity_point_unit_distance = 0.0
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.
SpaceOverride gravity_space_override = 0
void
set_gravity_space_override_mode ( value: SpaceOverride )- SpaceOverride get_gravity_space_override_mode ( )
Override mode for gravity calculations within this area. See SpaceOverride for possible values.
float
linear_damp = 0.1
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.
SpaceOverride linear_damp_space_override = 0
void
set_linear_damp_space_override_mode ( value: SpaceOverride )- SpaceOverride get_linear_damp_space_override_mode ( )
Override mode for linear damping calculations within this area. See SpaceOverride for possible values.
bool
monitorable = true
If true
, other monitoring areas can detect this area.
bool
monitoring = true
If true
, the area detects bodies or areas entering and exiting it.
int
priority = 0
The area's priority. Higher priority areas are processed first. The World3D
's physics is always processed last, after all areas.
float
reverb_bus_amount = 0.0
The degree to which this area applies reverb to its associated audio. Ranges from 0
to 1
with 0.1
precision.
bool
reverb_bus_enabled = false
If true
, the area applies reverb to its associated audio.
StringName
reverb_bus_name = &"Master"
void
set_reverb_bus_name ( value:StringName
)StringName
get_reverb_bus_name ( )
The name of the reverb bus to use for this area's associated audio.
float
reverb_bus_uniformity = 0.0
The degree to which this area's reverb is a uniform effect. Ranges from 0
to 1
with 0.1
precision.
float
wind_attenuation_factor = 0.0
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.
float
wind_force_magnitude = 0.0
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.
NodePath
wind_source_path = NodePath("")
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.
方法说明
Array Area3D
get_overlapping_areas ( ) const1
Returns a list of intersecting Area3D s. The overlapping area's CollisionObject3D.collision_layer
must be part of this area's CollisionObject3D.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.
Array Node3D
get_overlapping_bodies ( ) const1
Returns a list of intersecting PhysicsBody3D
s and GridMap
s. The overlapping body's CollisionObject3D.collision_layer
must be part of this area's CollisionObject3D.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.
bool
has_overlapping_areas ( ) const1
Returns true
if intersecting any Area3D s, otherwise returns false
. The overlapping area's CollisionObject3D.collision_layer
must be part of this area's CollisionObject3D.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_bodies ( ) const1
Returns true
if intersecting any PhysicsBody3D
s or GridMap
s, otherwise returns false
. The overlapping body's CollisionObject3D.collision_layer
must be part of this area's CollisionObject3D.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
overlaps_area ( area: Node
) const1
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_body ( body: Node
) const1
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。