Area3D

Inherits: CollisionObject3D < Node3D < Node < Object

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Properties

float

angular_damp

0.1

SpaceOverride

angular_damp_space_override

0

StringName

audio_bus_name

&"Master"

bool

audio_bus_override

false

float

gravity

9.8

Vector3

gravity_direction

Vector3(0, -1, 0)

bool

gravity_point

false

Vector3

gravity_point_center

Vector3(0, -1, 0)

float

gravity_point_unit_distance

0.0

SpaceOverride

gravity_space_override

0

float

linear_damp

0.1

SpaceOverride

linear_damp_space_override

0

bool

monitorable

true

bool

monitoring

true

int

priority

0

float

reverb_bus_amount

0.0

bool

reverb_bus_enabled

false

StringName

reverb_bus_name

&"Master"

float

reverb_bus_uniformity

0.0

float

wind_attenuation_factor

0.0

float

wind_force_magnitude

0.0

NodePath

wind_source_path

NodePath("")

Methods

Area3D[]

get_overlapping_areas ( ) const

Node3D[]

get_overlapping_bodies ( ) const

bool

has_overlapping_areas ( ) const

bool

has_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

overlaps_body ( Node body ) const


Signals

area_entered ( Area3D area )

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area_exited ( Area3D area )

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area_shape_entered ( RID area_rid, Area3D area, int area_shape_index, int local_shape_index )

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area_shape_exited ( RID area_rid, Area3D area, int area_shape_index, int local_shape_index )

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body_entered ( Node3D body )

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body_exited ( Node3D body )

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body_shape_entered ( RID body_rid, Node3D body, int body_shape_index, int local_shape_index )

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body_shape_exited ( RID body_rid, Node3D body, int body_shape_index, int local_shape_index )

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Enumerations

enum SpaceOverride:

SpaceOverride SPACE_OVERRIDE_DISABLED = 0

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SpaceOverride SPACE_OVERRIDE_COMBINE = 1

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SpaceOverride SPACE_OVERRIDE_COMBINE_REPLACE = 2

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SpaceOverride SPACE_OVERRIDE_REPLACE = 3

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SpaceOverride SPACE_OVERRIDE_REPLACE_COMBINE = 4

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Property Descriptions

float angular_damp = 0.1

  • void set_angular_damp ( float value )

  • float get_angular_damp ( )

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SpaceOverride angular_damp_space_override = 0

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StringName audio_bus_name = &"Master"

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bool audio_bus_override = false

  • void set_audio_bus_override ( bool value )

  • bool is_overriding_audio_bus ( )

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float gravity = 9.8

  • void set_gravity ( float value )

  • float get_gravity ( )

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

  • void set_gravity_direction ( Vector3 value )

  • Vector3 get_gravity_direction ( )

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bool gravity_point = false

  • void set_gravity_is_point ( bool value )

  • bool is_gravity_a_point ( )

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Vector3 gravity_point_center = Vector3(0, -1, 0)

  • void set_gravity_point_center ( Vector3 value )

  • Vector3 get_gravity_point_center ( )

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float gravity_point_unit_distance = 0.0

  • void set_gravity_point_unit_distance ( float value )

  • float get_gravity_point_unit_distance ( )

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SpaceOverride gravity_space_override = 0

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float linear_damp = 0.1

  • void set_linear_damp ( float value )

  • float get_linear_damp ( )

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SpaceOverride linear_damp_space_override = 0

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bool monitorable = true

  • void set_monitorable ( bool value )

  • bool is_monitorable ( )

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bool monitoring = true

  • void set_monitoring ( bool value )

  • bool is_monitoring ( )

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int priority = 0

  • void set_priority ( int value )

  • int get_priority ( )

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float reverb_bus_amount = 0.0

  • void set_reverb_amount ( float value )

  • float get_reverb_amount ( )

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bool reverb_bus_enabled = false

  • void set_use_reverb_bus ( bool value )

  • bool is_using_reverb_bus ( )

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StringName reverb_bus_name = &"Master"

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float reverb_bus_uniformity = 0.0

  • void set_reverb_uniformity ( float value )

  • float get_reverb_uniformity ( )

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float wind_attenuation_factor = 0.0

  • void set_wind_attenuation_factor ( float value )

  • float get_wind_attenuation_factor ( )

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float wind_force_magnitude = 0.0

  • void set_wind_force_magnitude ( float value )

  • float get_wind_force_magnitude ( )

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NodePath wind_source_path = NodePath("")

  • void set_wind_source_path ( NodePath value )

  • NodePath get_wind_source_path ( )

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Method Descriptions

Area3D[] get_overlapping_areas ( ) const

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Node3D[] get_overlapping_bodies ( ) const

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bool has_overlapping_areas ( ) const

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bool has_overlapping_bodies ( ) const

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bool overlaps_area ( Node area ) const

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bool overlaps_body ( Node body ) const

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