<?xml version="1.0" encoding="UTF-8" ?> <class name="SoftBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <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. [b]Note:[/b] There are many known bugs in [SoftBody3D]. 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). </description> <tutorials> <link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> <return type="void" /> <param index="0" name="body" type="Node" /> <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="PhysicsBody3D[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="get_collision_layer_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> <description> Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [param layer_number] between 1 and 32. </description> </method> <method name="get_collision_mask_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> <description> Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32. </description> </method> <method name="get_physics_rid" qualifiers="const"> <return type="RID" /> <description> </description> </method> <method name="get_point_transform"> <return type="Vector3" /> <param index="0" name="point_index" type="int" /> <description> Returns local translation of a vertex in the surface array. </description> </method> <method name="is_point_pinned" qualifiers="const"> <return type="bool" /> <param index="0" name="point_index" type="int" /> <description> Returns [code]true[/code] if vertex is set to pinned. </description> </method> <method name="remove_collision_exception_with"> <return type="void" /> <param index="0" name="body" type="Node" /> <description> Removes a body from the list of bodies that this body can't collide with. </description> </method> <method name="set_collision_layer_value"> <return type="void" /> <param index="0" name="layer_number" type="int" /> <param index="1" name="value" type="bool" /> <description> Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [param layer_number] between 1 and 32. </description> </method> <method name="set_collision_mask_value"> <return type="void" /> <param index="0" name="layer_number" type="int" /> <param index="1" name="value" type="bool" /> <description> Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32. </description> </method> <method name="set_point_pinned"> <return type="void" /> <param index="0" name="point_index" type="int" /> <param index="1" name="pinned" type="bool" /> <param index="2" name="attachment_path" type="NodePath" default="NodePath("")" /> <description> Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [param attachment_path] can define a [Node3D] the pinned vertex will be attached to. </description> </method> </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/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 SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/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="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </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 [CollisionObject3D] this SoftBody3D should avoid clipping. </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 [SoftBody3D] will respond to [RayCast3D]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 SoftBody3D's mass. </member> </members> <constants> <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D]. Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode"> When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation. </constant> </constants> </class>