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- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.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/<name>/doc_classes.
- .. _class_SoftBody:
- SoftBody
- ========
- **Inherits:** :ref:`MeshInstance<class_MeshInstance>` **<** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`CullInstance<class_CullInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_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 ``SoftBody``. 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:`../tutorials/physics/soft_body`
- Properties
- ----------
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`areaAngular_stiffness<class_SoftBody_property_areaAngular_stiffness>` | ``0.5`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`int<class_int>` | :ref:`collision_layer<class_SoftBody_property_collision_layer>` | ``1`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`int<class_int>` | :ref:`collision_mask<class_SoftBody_property_collision_mask>` | ``1`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`damping_coefficient<class_SoftBody_property_damping_coefficient>` | ``0.01`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`drag_coefficient<class_SoftBody_property_drag_coefficient>` | ``0.0`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`linear_stiffness<class_SoftBody_property_linear_stiffness>` | ``0.5`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`NodePath<class_NodePath>` | :ref:`parent_collision_ignore<class_SoftBody_property_parent_collision_ignore>` | ``NodePath("")`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`bool<class_bool>` | :ref:`physics_enabled<class_SoftBody_property_physics_enabled>` | ``true`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`pose_matching_coefficient<class_SoftBody_property_pose_matching_coefficient>` | ``0.0`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`pressure_coefficient<class_SoftBody_property_pressure_coefficient>` | ``0.0`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`bool<class_bool>` | :ref:`ray_pickable<class_SoftBody_property_ray_pickable>` | ``true`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`int<class_int>` | :ref:`simulation_precision<class_SoftBody_property_simulation_precision>` | ``5`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`total_mass<class_SoftBody_property_total_mass>` | ``1.0`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- | :ref:`float<class_float>` | :ref:`volume_stiffness<class_SoftBody_property_volume_stiffness>` | ``0.5`` |
- +---------------------------------+-------------------------------------------------------------------------------------+------------------+
- Methods
- -------
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_collision_exception_with<class_SoftBody_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_SoftBody_method_get_collision_exceptions>` **(** **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_SoftBody_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_SoftBody_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Vector3<class_Vector3>` | :ref:`get_point_transform<class_SoftBody_method_get_point_transform>` **(** :ref:`int<class_int>` point_index **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_point_pinned<class_SoftBody_method_is_point_pinned>` **(** :ref:`int<class_int>` point_index **)** |const| |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_collision_exception_with<class_SoftBody_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_layer_bit<class_SoftBody_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_mask_bit<class_SoftBody_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_point_pinned<class_SoftBody_method_set_point_pinned>` **(** :ref:`int<class_int>` point_index, :ref:`bool<class_bool>` pinned, :ref:`NodePath<class_NodePath>` attachment_path=NodePath("") **)** |
- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- Property Descriptions
- ---------------------
- .. _class_SoftBody_property_areaAngular_stiffness:
- - :ref:`float<class_float>` **areaAngular_stiffness**
- +-----------+----------------------------------+
- | *Default* | ``0.5`` |
- +-----------+----------------------------------+
- | *Setter* | set_areaAngular_stiffness(value) |
- +-----------+----------------------------------+
- | *Getter* | get_areaAngular_stiffness() |
- +-----------+----------------------------------+
- ----
- .. _class_SoftBody_property_collision_layer:
- - :ref:`int<class_int>` **collision_layer**
- +-----------+----------------------------+
- | *Default* | ``1`` |
- +-----------+----------------------------+
- | *Setter* | set_collision_layer(value) |
- +-----------+----------------------------+
- | *Getter* | get_collision_layer() |
- +-----------+----------------------------+
- 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 `Collision layers and masks <https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
- ----
- .. _class_SoftBody_property_collision_mask:
- - :ref:`int<class_int>` **collision_mask**
- +-----------+---------------------------+
- | *Default* | ``1`` |
- +-----------+---------------------------+
- | *Setter* | set_collision_mask(value) |
- +-----------+---------------------------+
- | *Getter* | get_collision_mask() |
- +-----------+---------------------------+
- The physics layers this SoftBody scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
- ----
- .. _class_SoftBody_property_damping_coefficient:
- - :ref:`float<class_float>` **damping_coefficient**
- +-----------+--------------------------------+
- | *Default* | ``0.01`` |
- +-----------+--------------------------------+
- | *Setter* | set_damping_coefficient(value) |
- +-----------+--------------------------------+
- | *Getter* | get_damping_coefficient() |
- +-----------+--------------------------------+
- ----
- .. _class_SoftBody_property_drag_coefficient:
- - :ref:`float<class_float>` **drag_coefficient**
- +-----------+-----------------------------+
- | *Default* | ``0.0`` |
- +-----------+-----------------------------+
- | *Setter* | set_drag_coefficient(value) |
- +-----------+-----------------------------+
- | *Getter* | get_drag_coefficient() |
- +-----------+-----------------------------+
- ----
- .. _class_SoftBody_property_linear_stiffness:
- - :ref:`float<class_float>` **linear_stiffness**
- +-----------+-----------------------------+
- | *Default* | ``0.5`` |
- +-----------+-----------------------------+
- | *Setter* | set_linear_stiffness(value) |
- +-----------+-----------------------------+
- | *Getter* | get_linear_stiffness() |
- +-----------+-----------------------------+
- ----
- .. _class_SoftBody_property_parent_collision_ignore:
- - :ref:`NodePath<class_NodePath>` **parent_collision_ignore**
- +-----------+------------------------------------+
- | *Default* | ``NodePath("")`` |
- +-----------+------------------------------------+
- | *Setter* | set_parent_collision_ignore(value) |
- +-----------+------------------------------------+
- | *Getter* | get_parent_collision_ignore() |
- +-----------+------------------------------------+
- :ref:`NodePath<class_NodePath>` to a :ref:`CollisionObject<class_CollisionObject>` this SoftBody should avoid clipping.
- ----
- .. _class_SoftBody_property_physics_enabled:
- - :ref:`bool<class_bool>` **physics_enabled**
- +-----------+----------------------------+
- | *Default* | ``true`` |
- +-----------+----------------------------+
- | *Setter* | set_physics_enabled(value) |
- +-----------+----------------------------+
- | *Getter* | is_physics_enabled() |
- +-----------+----------------------------+
- If ``true``, the ``SoftBody`` is simulated in physics. Can be set to ``false`` to pause the physics simulation.
- ----
- .. _class_SoftBody_property_pose_matching_coefficient:
- - :ref:`float<class_float>` **pose_matching_coefficient**
- +-----------+--------------------------------------+
- | *Default* | ``0.0`` |
- +-----------+--------------------------------------+
- | *Setter* | set_pose_matching_coefficient(value) |
- +-----------+--------------------------------------+
- | *Getter* | get_pose_matching_coefficient() |
- +-----------+--------------------------------------+
- ----
- .. _class_SoftBody_property_pressure_coefficient:
- - :ref:`float<class_float>` **pressure_coefficient**
- +-----------+---------------------------------+
- | *Default* | ``0.0`` |
- +-----------+---------------------------------+
- | *Setter* | set_pressure_coefficient(value) |
- +-----------+---------------------------------+
- | *Getter* | get_pressure_coefficient() |
- +-----------+---------------------------------+
- ----
- .. _class_SoftBody_property_ray_pickable:
- - :ref:`bool<class_bool>` **ray_pickable**
- +-----------+-------------------------+
- | *Default* | ``true`` |
- +-----------+-------------------------+
- | *Setter* | set_ray_pickable(value) |
- +-----------+-------------------------+
- | *Getter* | is_ray_pickable() |
- +-----------+-------------------------+
- If ``true``, the ``SoftBody`` will respond to :ref:`RayCast<class_RayCast>`\ s.
- ----
- .. _class_SoftBody_property_simulation_precision:
- - :ref:`int<class_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_SoftBody_property_total_mass:
- - :ref:`float<class_float>` **total_mass**
- +-----------+-----------------------+
- | *Default* | ``1.0`` |
- +-----------+-----------------------+
- | *Setter* | set_total_mass(value) |
- +-----------+-----------------------+
- | *Getter* | get_total_mass() |
- +-----------+-----------------------+
- The SoftBody's mass.
- ----
- .. _class_SoftBody_property_volume_stiffness:
- - :ref:`float<class_float>` **volume_stiffness**
- +-----------+-----------------------------+
- | *Default* | ``0.5`` |
- +-----------+-----------------------------+
- | *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<class_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<class_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<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
- Returns an individual bit on the collision mask.
- ----
- .. _class_SoftBody_method_get_collision_mask_bit:
- - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
- Returns an individual bit on the collision mask.
- ----
- .. _class_SoftBody_method_get_point_transform:
- - :ref:`Vector3<class_Vector3>` **get_point_transform** **(** :ref:`int<class_int>` point_index **)**
- Returns local translation of a vertex in the surface array.
- ----
- .. _class_SoftBody_method_is_point_pinned:
- - :ref:`bool<class_bool>` **is_point_pinned** **(** :ref:`int<class_int>` point_index **)** |const|
- Returns ``true`` if vertex is set to pinned.
- ----
- .. _class_SoftBody_method_remove_collision_exception_with:
- - void **remove_collision_exception_with** **(** :ref:`Node<class_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<class_int>` bit, :ref:`bool<class_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<class_int>` bit, :ref:`bool<class_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_point_pinned:
- - void **set_point_pinned** **(** :ref:`int<class_int>` point_index, :ref:`bool<class_bool>` pinned, :ref:`NodePath<class_NodePath>` attachment_path=NodePath("") **)**
- Sets the pinned state of a surface vertex. When set to ``true``, the optional ``attachment_path`` can define a :ref:`Spatial<class_Spatial>` 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.)`
|