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/Godot 3.1

SoftBody

Inherits: MeshInstance < GeometryInstance < VisualInstance < Spatial < Node < Object

Category: Core

Brief Description

A soft mesh physics body.

Properties

float areaAngular_stiffness
int collision_layer
int collision_mask
float damping_coefficient
float drag_coefficient
float linear_stiffness
NodePath parent_collision_ignore
float pose_matching_coefficient
float pressure_coefficient
int simulation_precision
float total_mass
float volume_stiffness

Methods

void add_collision_exception_with ( Node body )
Array get_collision_exceptions ( )
bool get_collision_layer_bit ( int bit ) const
bool get_collision_mask_bit ( int bit ) const
bool is_ray_pickable ( ) const
void remove_collision_exception_with ( Node body )
void set_collision_layer_bit ( int bit, bool value )
void set_collision_mask_bit ( int bit, bool value )
void set_ray_pickable ( 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

float areaAngular_stiffness

Setter set_areaAngular_stiffness(value)
Getter get_areaAngular_stiffness()

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.

int collision_mask

Setter set_collision_mask(value)
Getter get_collision_mask()

The physics layers this area scans for collisions.

float damping_coefficient

Setter set_damping_coefficient(value)
Getter get_damping_coefficient()

float drag_coefficient

Setter set_drag_coefficient(value)
Getter get_drag_coefficient()

float linear_stiffness

Setter set_linear_stiffness(value)
Getter get_linear_stiffness()

NodePath parent_collision_ignore

Setter set_parent_collision_ignore(value)
Getter get_parent_collision_ignore()

float pose_matching_coefficient

Setter set_pose_matching_coefficient(value)
Getter get_pose_matching_coefficient()

float pressure_coefficient

Setter set_pressure_coefficient(value)
Getter get_pressure_coefficient()

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.

float total_mass

Setter set_total_mass(value)
Getter get_total_mass()

float volume_stiffness

Setter set_volume_stiffness(value)
Getter get_volume_stiffness()

Method Descriptions

void add_collision_exception_with ( Node body )

Adds a body to the list of bodies that this body can’t collide with.

Array get_collision_exceptions ( )

Returns an array of nodes that were added as collision exceptions for this body.

bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the collision mask.

bool get_collision_mask_bit ( int bit ) const

Returns an individual bit on the collision mask.

bool is_ray_pickable ( ) const

void remove_collision_exception_with ( Node body )

Removes a body from the list of bodies that this body can’t collide with.

void set_collision_layer_bit ( int bit, bool value )

Sets individual bits on the layer mask. Use this if you only need to change one layer’s value.

void set_collision_mask_bit ( int bit, bool value )

Sets individual bits on the collision mask. Use this if you only need to change one layer’s value.

void set_ray_pickable ( bool ray_pickable )

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_softbody.html