SoftBody.xml 4.7 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="SoftBody" inherits="MeshInstance" category="Core" version="3.1">
  3. <brief_description>
  4. A soft mesh physics body.
  5. </brief_description>
  6. <description>
  7. A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
  8. </description>
  9. <tutorials>
  10. </tutorials>
  11. <demos>
  12. </demos>
  13. <methods>
  14. <method name="add_collision_exception_with">
  15. <return type="void">
  16. </return>
  17. <argument index="0" name="body" type="Node">
  18. </argument>
  19. <description>
  20. Adds a body to the list of bodies that this body can't collide with.
  21. </description>
  22. </method>
  23. <method name="get_collision_exceptions">
  24. <return type="Array">
  25. </return>
  26. <description>
  27. Returns an array of nodes that were added as collision exceptions for this body.
  28. </description>
  29. </method>
  30. <method name="get_collision_layer_bit" qualifiers="const">
  31. <return type="bool">
  32. </return>
  33. <argument index="0" name="bit" type="int">
  34. </argument>
  35. <description>
  36. Returns an individual bit on the collision mask.
  37. </description>
  38. </method>
  39. <method name="get_collision_mask_bit" qualifiers="const">
  40. <return type="bool">
  41. </return>
  42. <argument index="0" name="bit" type="int">
  43. </argument>
  44. <description>
  45. Returns an individual bit on the collision mask.
  46. </description>
  47. </method>
  48. <method name="is_ray_pickable" qualifiers="const">
  49. <return type="bool">
  50. </return>
  51. <description>
  52. </description>
  53. </method>
  54. <method name="remove_collision_exception_with">
  55. <return type="void">
  56. </return>
  57. <argument index="0" name="body" type="Node">
  58. </argument>
  59. <description>
  60. Removes a body from the list of bodies that this body can't collide with.
  61. </description>
  62. </method>
  63. <method name="set_collision_layer_bit">
  64. <return type="void">
  65. </return>
  66. <argument index="0" name="bit" type="int">
  67. </argument>
  68. <argument index="1" name="value" type="bool">
  69. </argument>
  70. <description>
  71. Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
  72. </description>
  73. </method>
  74. <method name="set_collision_mask_bit">
  75. <return type="void">
  76. </return>
  77. <argument index="0" name="bit" type="int">
  78. </argument>
  79. <argument index="1" name="value" type="bool">
  80. </argument>
  81. <description>
  82. Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
  83. </description>
  84. </method>
  85. <method name="set_ray_pickable">
  86. <return type="void">
  87. </return>
  88. <argument index="0" name="ray_pickable" type="bool">
  89. </argument>
  90. <description>
  91. </description>
  92. </method>
  93. </methods>
  94. <members>
  95. <member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness">
  96. </member>
  97. <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
  98. The physics layers this area is in.
  99. 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.
  100. 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.
  101. </member>
  102. <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
  103. The physics layers this area scans for collisions.
  104. </member>
  105. <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient">
  106. </member>
  107. <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient">
  108. </member>
  109. <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness">
  110. </member>
  111. <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore">
  112. </member>
  113. <member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient">
  114. </member>
  115. <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient">
  116. </member>
  117. <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision">
  118. Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
  119. </member>
  120. <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass">
  121. </member>
  122. <member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness">
  123. </member>
  124. </members>
  125. <constants>
  126. </constants>
  127. </class>