void BulletPhysicsServer::area_set_collision_layer(RID p_area, uint32_t p_layer) {
	AreaBullet *area = area_owner.get(p_area);
	ERR_FAIL_COND(!area);
	area->set_collision_layer(p_layer);
}
RID BulletPhysicsServer::area_create() {
	AreaBullet *area = bulletnew(AreaBullet);
	area->set_collision_layer(1);
	area->set_collision_mask(1);
	CreateThenReturnRID(area_owner, area)
}