/**************************************************************************/ /* area3d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include #include namespace godot { class Node; class Node3D; class Area3D : public CollisionObject3D { GDEXTENSION_CLASS(Area3D, CollisionObject3D) public: enum SpaceOverride { SPACE_OVERRIDE_DISABLED = 0, SPACE_OVERRIDE_COMBINE = 1, SPACE_OVERRIDE_COMBINE_REPLACE = 2, SPACE_OVERRIDE_REPLACE = 3, SPACE_OVERRIDE_REPLACE_COMBINE = 4, }; void set_gravity_space_override_mode(Area3D::SpaceOverride p_space_override_mode); Area3D::SpaceOverride get_gravity_space_override_mode() const; void set_gravity_is_point(bool p_enable); bool is_gravity_a_point() const; void set_gravity_point_unit_distance(float p_distance_scale); float get_gravity_point_unit_distance() const; void set_gravity_point_center(const Vector3 &p_center); Vector3 get_gravity_point_center() const; void set_gravity_direction(const Vector3 &p_direction); Vector3 get_gravity_direction() const; void set_gravity(float p_gravity); float get_gravity() const; void set_linear_damp_space_override_mode(Area3D::SpaceOverride p_space_override_mode); Area3D::SpaceOverride get_linear_damp_space_override_mode() const; void set_angular_damp_space_override_mode(Area3D::SpaceOverride p_space_override_mode); Area3D::SpaceOverride get_angular_damp_space_override_mode() const; void set_angular_damp(float p_angular_damp); float get_angular_damp() const; void set_linear_damp(float p_linear_damp); float get_linear_damp() const; void set_priority(int32_t p_priority); int32_t get_priority() const; void set_wind_force_magnitude(float p_wind_force_magnitude); float get_wind_force_magnitude() const; void set_wind_attenuation_factor(float p_wind_attenuation_factor); float get_wind_attenuation_factor() const; void set_wind_source_path(const NodePath &p_wind_source_path); NodePath get_wind_source_path() const; void set_monitorable(bool p_enable); bool is_monitorable() const; void set_monitoring(bool p_enable); bool is_monitoring() const; TypedArray get_overlapping_bodies() const; TypedArray get_overlapping_areas() const; bool has_overlapping_bodies() const; bool has_overlapping_areas() const; bool overlaps_body(Node *p_body) const; bool overlaps_area(Node *p_area) const; void set_audio_bus_override(bool p_enable); bool is_overriding_audio_bus() const; void set_audio_bus_name(const StringName &p_name); StringName get_audio_bus_name() const; void set_use_reverb_bus(bool p_enable); bool is_using_reverb_bus() const; void set_reverb_bus_name(const StringName &p_name); StringName get_reverb_bus_name() const; void set_reverb_amount(float p_amount); float get_reverb_amount() const; void set_reverb_uniformity(float p_amount); float get_reverb_uniformity() const; protected: template static void register_virtuals() { CollisionObject3D::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Area3D::SpaceOverride);