7adf4cc9b5
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
111 lines
5.7 KiB
XML
111 lines
5.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0">
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<brief_description>
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A soft mesh physics body.
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</brief_description>
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<description>
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A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
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</description>
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<tutorials>
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<link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
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</tutorials>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void" />
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<argument index="0" name="body" type="Node" />
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<description>
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="get_collision_exceptions">
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<return type="Array" />
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<description>
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bit" type="int" />
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<description>
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bit" type="int" />
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<description>
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_physics_rid" qualifiers="const">
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<return type="RID" />
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<description>
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void" />
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<argument index="0" name="body" type="Node" />
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<description>
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Removes a body from the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this SoftBody3D is in.
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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.
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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/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
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</member>
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<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0">
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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.
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</member>
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<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
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</member>
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<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
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</member>
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<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
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[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
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</member>
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<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
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</member>
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<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
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If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.
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</member>
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<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
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Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
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</member>
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<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
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The SoftBody3D's mass.
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</member>
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</members>
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<constants>
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<constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode">
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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].
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Automatically re-added to the physics simulation when the [Node] is processed again.
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</constant>
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<constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode">
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
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</constant>
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</constants>
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</class>
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