:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the SoftDynamicBody3D.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_SoftDynamicBody3D: SoftDynamicBody3D ================= **Inherits:** :ref:`MeshInstance3D` **<** :ref:`GeometryInstance3D` **<** :ref:`VisualInstance3D` **<** :ref:`Node3D` **<** :ref:`Node` **<** :ref:`Object` A soft mesh physics body. Description ----------- A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. \ **Note:** There are many known bugs in ``SoftDynamicBody3D``. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). Tutorials --------- - :doc:`SoftBody <../tutorials/physics/soft_body>` Properties ---------- +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`collision_layer` | ``1`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`collision_mask` | ``1`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`damping_coefficient` | ``0.01`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`DisableMode` | :ref:`disable_mode` | ``0`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`drag_coefficient` | ``0.0`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`linear_stiffness` | ``0.5`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`NodePath` | :ref:`parent_collision_ignore` | ``NodePath("")`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`pressure_coefficient` | ``0.0`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`bool` | :ref:`ray_pickable` | ``true`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`simulation_precision` | ``5`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`total_mass` | ``1.0`` | +--------------------------------------------------------+------------------------------------------------------------------------------------------+------------------+ Methods ------- +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_collision_exceptions` **(** **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_value` **(** :ref:`int` layer_number **)** |const| | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_value` **(** :ref:`int` layer_number **)** |const| | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_physics_rid` **(** **)** |const| | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_point_transform` **(** :ref:`int` point_index **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_point_pinned` **(** :ref:`int` point_index **)** |const| | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`Node` body **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_value` **(** :ref:`int` layer_number, :ref:`bool` value **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_value` **(** :ref:`int` layer_number, :ref:`bool` value **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_point_pinned` **(** :ref:`int` point_index, :ref:`bool` pinned, :ref:`NodePath` attachment_path=NodePath("") **)** | +-------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_SoftDynamicBody3D_DisableMode: .. _class_SoftDynamicBody3D_constant_DISABLE_MODE_REMOVE: .. _class_SoftDynamicBody3D_constant_DISABLE_MODE_KEEP_ACTIVE: enum **DisableMode**: - **DISABLE_MODE_REMOVE** = **0** --- When :ref:`Node.process_mode` is set to :ref:`Node.PROCESS_MODE_DISABLED`, remove from the physics simulation to stop all physics interactions with this ``SoftDynamicBody3D``. Automatically re-added to the physics simulation when the :ref:`Node` is processed again. - **DISABLE_MODE_KEEP_ACTIVE** = **1** --- When :ref:`Node.process_mode` is set to :ref:`Node.PROCESS_MODE_DISABLED`, do not affect the physics simulation. Property Descriptions --------------------- .. _class_SoftDynamicBody3D_property_collision_layer: - :ref:`int` **collision_layer** +-----------+----------------------------+ | *Default* | ``1`` | +-----------+----------------------------+ | *Setter* | set_collision_layer(value) | +-----------+----------------------------+ | *Getter* | get_collision_layer() | +-----------+----------------------------+ The physics layers this SoftDynamicBody3D **is in**. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask`. \ **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. ---- .. _class_SoftDynamicBody3D_property_collision_mask: - :ref:`int` **collision_mask** +-----------+---------------------------+ | *Default* | ``1`` | +-----------+---------------------------+ | *Setter* | set_collision_mask(value) | +-----------+---------------------------+ | *Getter* | get_collision_mask() | +-----------+---------------------------+ The physics layers this SoftDynamicBody3D **scans**. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer`. \ **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. ---- .. _class_SoftDynamicBody3D_property_damping_coefficient: - :ref:`float` **damping_coefficient** +-----------+--------------------------------+ | *Default* | ``0.01`` | +-----------+--------------------------------+ | *Setter* | set_damping_coefficient(value) | +-----------+--------------------------------+ | *Getter* | get_damping_coefficient() | +-----------+--------------------------------+ ---- .. _class_SoftDynamicBody3D_property_disable_mode: - :ref:`DisableMode` **disable_mode** +-----------+-------------------------+ | *Default* | ``0`` | +-----------+-------------------------+ | *Setter* | set_disable_mode(value) | +-----------+-------------------------+ | *Getter* | get_disable_mode() | +-----------+-------------------------+ Defines the behavior in physics when :ref:`Node.process_mode` is set to :ref:`Node.PROCESS_MODE_DISABLED`. See :ref:`DisableMode` for more details about the different modes. ---- .. _class_SoftDynamicBody3D_property_drag_coefficient: - :ref:`float` **drag_coefficient** +-----------+-----------------------------+ | *Default* | ``0.0`` | +-----------+-----------------------------+ | *Setter* | set_drag_coefficient(value) | +-----------+-----------------------------+ | *Getter* | get_drag_coefficient() | +-----------+-----------------------------+ ---- .. _class_SoftDynamicBody3D_property_linear_stiffness: - :ref:`float` **linear_stiffness** +-----------+-----------------------------+ | *Default* | ``0.5`` | +-----------+-----------------------------+ | *Setter* | set_linear_stiffness(value) | +-----------+-----------------------------+ | *Getter* | get_linear_stiffness() | +-----------+-----------------------------+ ---- .. _class_SoftDynamicBody3D_property_parent_collision_ignore: - :ref:`NodePath` **parent_collision_ignore** +-----------+------------------------------------+ | *Default* | ``NodePath("")`` | +-----------+------------------------------------+ | *Setter* | set_parent_collision_ignore(value) | +-----------+------------------------------------+ | *Getter* | get_parent_collision_ignore() | +-----------+------------------------------------+ :ref:`NodePath` to a :ref:`CollisionObject3D` this SoftDynamicBody3D should avoid clipping. ---- .. _class_SoftDynamicBody3D_property_pressure_coefficient: - :ref:`float` **pressure_coefficient** +-----------+---------------------------------+ | *Default* | ``0.0`` | +-----------+---------------------------------+ | *Setter* | set_pressure_coefficient(value) | +-----------+---------------------------------+ | *Getter* | get_pressure_coefficient() | +-----------+---------------------------------+ ---- .. _class_SoftDynamicBody3D_property_ray_pickable: - :ref:`bool` **ray_pickable** +-----------+-------------------------+ | *Default* | ``true`` | +-----------+-------------------------+ | *Setter* | set_ray_pickable(value) | +-----------+-------------------------+ | *Getter* | is_ray_pickable() | +-----------+-------------------------+ If ``true``, the ``SoftDynamicBody3D`` will respond to :ref:`RayCast3D`\ s. ---- .. _class_SoftDynamicBody3D_property_simulation_precision: - :ref:`int` **simulation_precision** +-----------+---------------------------------+ | *Default* | ``5`` | +-----------+---------------------------------+ | *Setter* | set_simulation_precision(value) | +-----------+---------------------------------+ | *Getter* | get_simulation_precision() | +-----------+---------------------------------+ Increasing this value will improve the resulting simulation, but can affect performance. Use with care. ---- .. _class_SoftDynamicBody3D_property_total_mass: - :ref:`float` **total_mass** +-----------+-----------------------+ | *Default* | ``1.0`` | +-----------+-----------------------+ | *Setter* | set_total_mass(value) | +-----------+-----------------------+ | *Getter* | get_total_mass() | +-----------+-----------------------+ The SoftDynamicBody3D's mass. Method Descriptions ------------------- .. _class_SoftDynamicBody3D_method_add_collision_exception_with: - void **add_collision_exception_with** **(** :ref:`Node` body **)** Adds a body to the list of bodies that this body can't collide with. ---- .. _class_SoftDynamicBody3D_method_get_collision_exceptions: - :ref:`Array` **get_collision_exceptions** **(** **)** Returns an array of nodes that were added as collision exceptions for this body. ---- .. _class_SoftDynamicBody3D_method_get_collision_layer_value: - :ref:`bool` **get_collision_layer_value** **(** :ref:`int` layer_number **)** |const| Returns whether or not the specified layer of the :ref:`collision_layer` is enabled, given a ``layer_number`` between 1 and 32. ---- .. _class_SoftDynamicBody3D_method_get_collision_mask_value: - :ref:`bool` **get_collision_mask_value** **(** :ref:`int` layer_number **)** |const| Returns whether or not the specified layer of the :ref:`collision_mask` is enabled, given a ``layer_number`` between 1 and 32. ---- .. _class_SoftDynamicBody3D_method_get_physics_rid: - :ref:`RID` **get_physics_rid** **(** **)** |const| ---- .. _class_SoftDynamicBody3D_method_get_point_transform: - :ref:`Vector3` **get_point_transform** **(** :ref:`int` point_index **)** Returns local translation of a vertex in the surface array. ---- .. _class_SoftDynamicBody3D_method_is_point_pinned: - :ref:`bool` **is_point_pinned** **(** :ref:`int` point_index **)** |const| Returns ``true`` if vertex is set to pinned. ---- .. _class_SoftDynamicBody3D_method_remove_collision_exception_with: - void **remove_collision_exception_with** **(** :ref:`Node` body **)** Removes a body from the list of bodies that this body can't collide with. ---- .. _class_SoftDynamicBody3D_method_set_collision_layer_value: - void **set_collision_layer_value** **(** :ref:`int` layer_number, :ref:`bool` value **)** Based on ``value``, enables or disables the specified layer in the :ref:`collision_layer`, given a ``layer_number`` between 1 and 32. ---- .. _class_SoftDynamicBody3D_method_set_collision_mask_value: - void **set_collision_mask_value** **(** :ref:`int` layer_number, :ref:`bool` value **)** Based on ``value``, enables or disables the specified layer in the :ref:`collision_mask`, given a ``layer_number`` between 1 and 32. ---- .. _class_SoftDynamicBody3D_method_set_point_pinned: - void **set_point_pinned** **(** :ref:`int` point_index, :ref:`bool` pinned, :ref:`NodePath` attachment_path=NodePath("") **)** Sets the pinned state of a surface vertex. When set to ``true``, the optional ``attachment_path`` can define a :ref:`Node3D` the pinned vertex will be attached to. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`