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
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Methods
void | add_collision_exception_with ( Node body ) |
get_collision_layer_bit ( int bit ) const | |
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 |
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Setter | set_areaAngular_stiffness(value) |
Getter | get_areaAngular_stiffness() |
int collision_layer
Default |
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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 |
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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 |
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Setter | set_damping_coefficient(value) |
Getter | get_damping_coefficient() |
float drag_coefficient
Default |
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Setter | set_drag_coefficient(value) |
Getter | get_drag_coefficient() |
float linear_stiffness
Default |
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Setter | set_linear_stiffness(value) |
Getter | get_linear_stiffness() |
NodePath parent_collision_ignore
Default |
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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 |
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Setter | set_pose_matching_coefficient(value) |
Getter | get_pose_matching_coefficient() |
float pressure_coefficient
Default |
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Setter | set_pressure_coefficient(value) |
Getter | get_pressure_coefficient() |
bool ray_pickable
Default |
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Setter | set_ray_pickable(value) |
Getter | is_ray_pickable() |
If true
, the SoftBody
will respond to RayCasts.
int simulation_precision
Default |
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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 |
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Setter | set_total_mass(value) |
Getter | get_total_mass() |
The SoftBody's mass.
float volume_stiffness
Default |
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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.
© 2014–2021 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.3/classes/class_softbody.html