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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="SoftBody" inherits="MeshInstance" version="3.4">
- <brief_description>
- A soft mesh physics body.
- </brief_description>
- <description>
- A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
- </description>
- <tutorials>
- <link>https://docs.godotengine.org/en/3.3/tutorials/physics/soft_body.html</link>
- </tutorials>
- <methods>
- <method name="add_collision_exception_with">
- <return type="void">
- </return>
- <argument index="0" name="body" type="Node">
- </argument>
- <description>
- Adds a body to the list of bodies that this body can't collide with.
- </description>
- </method>
- <method name="get_collision_exceptions">
- <return type="Array">
- </return>
- <description>
- Returns an array of nodes that were added as collision exceptions for this body.
- </description>
- </method>
- <method name="get_collision_layer_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- Returns an individual bit on the collision mask.
- </description>
- </method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- Returns an individual bit on the collision mask.
- </description>
- </method>
- <method name="remove_collision_exception_with">
- <return type="void">
- </return>
- <argument index="0" name="body" type="Node">
- </argument>
- <description>
- Removes a body from the list of bodies that this body can't collide with.
- </description>
- </method>
- <method name="set_collision_layer_bit">
- <return type="void">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <argument index="1" name="value" type="bool">
- </argument>
- <description>
- Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
- </description>
- </method>
- <method name="set_collision_mask_bit">
- <return type="void">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <argument index="1" name="value" type="bool">
- </argument>
- <description>
- Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
- </description>
- </method>
- </methods>
- <members>
- <member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
- </member>
- <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The physics layers this SoftBody 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. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- </member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- </member>
- <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
- </member>
- <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
- </member>
- <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
- </member>
- <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
- [NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
- </member>
- <member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
- </member>
- <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
- </member>
- <member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
- If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
- </member>
- <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
- Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
- </member>
- <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
- The SoftBody's mass.
- </member>
- <member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
- </member>
- </members>
- <constants>
- </constants>
- </class>
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