Documentation Index
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AreaObj objects are invisible, volume-based triggers placed in levels that activate game systems when Mario enters or stays within them. Unlike LiveActor-based objects, they do not render or participate in the physics simulation directly — they simply test whether a 3D point is inside a geometric volume, then act on the result. The AreaObj/ directory contains 36 headers covering audio, camera, environment, and gameplay areas.
AreaObj — base class
AreaObjMgr maintains a flat array of all areas of a given type and provides find_in(TVec3f) to locate the innermost area containing a point.
AreaForm — geometric volume shapes
The shape of an area is stored in anAreaForm subclass attached to mForm. The correct subclass is chosen at init time based on the object’s type parameter.
Area categories
Audio areas
Audio areas
Areas that modify which sound effects or music is played while Mario is inside.
| Class | Purpose |
|---|---|
AudioEffectArea | Applies a reverb or echo audio effect (e.g. cave echo, underwater filter) |
BgmProhibitArea | Suppresses background music while Mario is inside |
ChangeBgmCube | Switches the background music track when entered |
PlayerSeArea | Overrides the player sound effect set (e.g. switches to underwater footstep sounds) |
SoundEmitterCube | Plays a looping environmental sound from a box-shaped source |
SoundEmitterSphere | Plays a looping environmental sound from a sphere-shaped source |
Camera areas
Camera areas
Areas that override, restrict, or reposition the camera system.
| Class | Purpose |
|---|---|
CubeCameraArea | Activates a named camera preset when Mario is inside the box |
CameraRepulsiveArea | Pushes the camera away from the defined volume |
BigBubbleCameraArea | Locks the camera for the giant bubble transport sequence |
MercatorTransformCube | Triggers Mercator coordinate transform for 2D-style sections |
Environment and visual areas
Environment and visual areas
Areas that alter rendering, lighting, or post-processing while active.
| Class | Purpose |
|---|---|
DeathArea | Kills Mario instantly when entered; getDeathType() returns the death animation variant |
WaterArea | Applies water physics to Mario; WaterAreaMgr manages multiple water volumes |
LightArea | Overrides the scene lighting preset within the volume |
BloomArea | Adjusts bloom intensity and parameters |
SimpleBloomArea | Simplified single-parameter bloom override |
DepthOfFieldArea | Activates or adjusts depth-of-field blur |
HazeCube | Adds heat-haze / distortion effect |
GlaringLightArea | Adds a lens-flare glare overlay |
ScreenBlurArea | Applies a motion blur or Gaussian blur to the screen |
ImageEffectArea | Generic image effect base (parent of BloomArea) |
SunLightArea | Overrides sun direction and color |
QuakeEffectArea | Activates screen-shake effect |
FollowCollisionArea | Collision area that follows a moving actor |
CollisionArea | Static collision trigger volume |
Gameplay areas
Gameplay areas
Areas that control switches, warps, spin guidance, or stage transitions.
| Class | Purpose |
|---|---|
SwitchArea | Fires switch A or B while Mario is inside; deactivates when Mario leaves |
WarpCube | Warps Mario to a different zone or galaxy section |
AstroChangeStageCube | Triggers a stage transition when entered (used in observatory) |
SpinGuidanceArea | Displays the spin-attack tutorial prompt when Mario first enters |
RestartCube | Sets the respawn checkpoint used on game-over |
MessageArea | Triggers a hint message display |
BigBubbleGoalArea | Defines the destination for the giant bubble transport |
AreaObjFollower
AreaObjFollower is a helper class that attaches an area’s volume to a moving object by calling setFollowMtx each frame, keeping the trigger volume co-located with a moving actor such as a ship or platform.