d5ea4acd2d
- Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
111 lines
4.9 KiB
XML
111 lines
4.9 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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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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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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</return>
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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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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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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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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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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="remove_collision_exception_with">
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<return type="void">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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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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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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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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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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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="0.0">
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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="0.0">
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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="0">
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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="0.0">
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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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</constants>
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</class>
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