SoftBody

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

Tutorials

Properties

float areaAngular_stiffness 0.5
int collision_layer 1
int collision_mask 1
float damping_coefficient 0.01
float drag_coefficient 0.0
float linear_stiffness 0.5
NodePath parent_collision_ignore NodePath("")
float pose_matching_coefficient 0.0
float pressure_coefficient 0.0
bool ray_pickable true
int simulation_precision 5
float total_mass 1.0
float volume_stiffness 0.5

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
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 )

Property Descriptions

float areaAngular_stiffness

Default 0.5
Setter set_areaAngular_stiffness(value)
Getter get_areaAngular_stiffness()

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 in the documentation for more information.

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 in the documentation for more information.

float damping_coefficient

Default 0.01
Setter set_damping_coefficient(value)
Getter get_damping_coefficient()

float drag_coefficient

Default 0.0
Setter set_drag_coefficient(value)
Getter get_drag_coefficient()

float linear_stiffness

Default 0.5
Setter set_linear_stiffness(value)
Getter get_linear_stiffness()

NodePath parent_collision_ignore

Default NodePath("")
Setter set_parent_collision_ignore(value)
Getter get_parent_collision_ignore()

NodePath to a CollisionObject this SoftBody should avoid clipping.

float pose_matching_coefficient

Default 0.0
Setter set_pose_matching_coefficient(value)
Getter get_pose_matching_coefficient()

float pressure_coefficient

Default 0.0
Setter set_pressure_coefficient(value)
Getter get_pressure_coefficient()

bool ray_pickable

Default true
Setter set_ray_pickable(value)
Getter is_ray_pickable()

If true, the SoftBody will respond to RayCasts.

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.

float total_mass

Default 1.0
Setter set_total_mass(value)
Getter get_total_mass()

The SoftBody's mass.

float volume_stiffness

Default 0.5
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.

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.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_softbody.html