.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the SoftBody.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_SoftBody: SoftBody ======== **Inherits:** :ref:`MeshInstance` **<** :ref:`GeometryInstance` **<** :ref:`VisualInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- A soft mesh physics body. Properties ---------- +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`areaAngular_stiffness` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`collision_layer` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`collision_mask` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`damping_coefficient` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`drag_coefficient` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`linear_stiffness` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`NodePath` | :ref:`parent_collision_ignore` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`pose_matching_coefficient` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`pressure_coefficient` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`simulation_precision` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`total_mass` | +---------------------------------+-------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`volume_stiffness` | +---------------------------------+-------------------------------------------------------------------------------------+ Methods ------- +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_collision_exceptions` **(** **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_bit` **(** :ref:`int` bit **)** const | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_ray_pickable` **(** **)** const | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`Node` body **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_ray_pickable` **(** :ref:`bool` ray_pickable **)** | +---------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+ Description ----------- A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. Property Descriptions --------------------- .. _class_SoftBody_property_areaAngular_stiffness: - :ref:`float` **areaAngular_stiffness** +----------+----------------------------------+ | *Setter* | set_areaAngular_stiffness(value) | +----------+----------------------------------+ | *Getter* | get_areaAngular_stiffness() | +----------+----------------------------------+ .. _class_SoftBody_property_collision_layer: - :ref:`int` **collision_layer** +----------+----------------------------+ | *Setter* | set_collision_layer(value) | +----------+----------------------------+ | *Getter* | get_collision_layer() | +----------+----------------------------+ The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. .. _class_SoftBody_property_collision_mask: - :ref:`int` **collision_mask** +----------+---------------------------+ | *Setter* | set_collision_mask(value) | +----------+---------------------------+ | *Getter* | get_collision_mask() | +----------+---------------------------+ The physics layers this area scans for collisions. .. _class_SoftBody_property_damping_coefficient: - :ref:`float` **damping_coefficient** +----------+--------------------------------+ | *Setter* | set_damping_coefficient(value) | +----------+--------------------------------+ | *Getter* | get_damping_coefficient() | +----------+--------------------------------+ .. _class_SoftBody_property_drag_coefficient: - :ref:`float` **drag_coefficient** +----------+-----------------------------+ | *Setter* | set_drag_coefficient(value) | +----------+-----------------------------+ | *Getter* | get_drag_coefficient() | +----------+-----------------------------+ .. _class_SoftBody_property_linear_stiffness: - :ref:`float` **linear_stiffness** +----------+-----------------------------+ | *Setter* | set_linear_stiffness(value) | +----------+-----------------------------+ | *Getter* | get_linear_stiffness() | +----------+-----------------------------+ .. _class_SoftBody_property_parent_collision_ignore: - :ref:`NodePath` **parent_collision_ignore** +----------+------------------------------------+ | *Setter* | set_parent_collision_ignore(value) | +----------+------------------------------------+ | *Getter* | get_parent_collision_ignore() | +----------+------------------------------------+ .. _class_SoftBody_property_pose_matching_coefficient: - :ref:`float` **pose_matching_coefficient** +----------+--------------------------------------+ | *Setter* | set_pose_matching_coefficient(value) | +----------+--------------------------------------+ | *Getter* | get_pose_matching_coefficient() | +----------+--------------------------------------+ .. _class_SoftBody_property_pressure_coefficient: - :ref:`float` **pressure_coefficient** +----------+---------------------------------+ | *Setter* | set_pressure_coefficient(value) | +----------+---------------------------------+ | *Getter* | get_pressure_coefficient() | +----------+---------------------------------+ .. _class_SoftBody_property_simulation_precision: - :ref:`int` **simulation_precision** +----------+---------------------------------+ | *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_SoftBody_property_total_mass: - :ref:`float` **total_mass** +----------+-----------------------+ | *Setter* | set_total_mass(value) | +----------+-----------------------+ | *Getter* | get_total_mass() | +----------+-----------------------+ .. _class_SoftBody_property_volume_stiffness: - :ref:`float` **volume_stiffness** +----------+-----------------------------+ | *Setter* | set_volume_stiffness(value) | +----------+-----------------------------+ | *Getter* | get_volume_stiffness() | +----------+-----------------------------+ Method Descriptions ------------------- .. _class_SoftBody_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_SoftBody_method_get_collision_exceptions: - :ref:`Array` **get_collision_exceptions** **(** **)** Returns an array of nodes that were added as collision exceptions for this body. .. _class_SoftBody_method_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** const Returns an individual bit on the collision mask. .. _class_SoftBody_method_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const Returns an individual bit on the collision mask. .. _class_SoftBody_method_is_ray_pickable: - :ref:`bool` **is_ray_pickable** **(** **)** const .. _class_SoftBody_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_SoftBody_method_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the layer mask. Use this if you only need to change one layer's value. .. _class_SoftBody_method_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the collision mask. Use this if you only need to change one layer's value. .. _class_SoftBody_method_set_ray_pickable: - void **set_ray_pickable** **(** :ref:`bool` ray_pickable **)**