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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-03-11 20:33:46 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-03-18 09:04:17 -0700
commitd5ea4acd2dddfe13ad7989aa54d9cb5739e678d5 (patch)
treeb449378f779a24659f22c83be8e93c60e977a0e8 /doc/classes
parent01851defb5e43803bbcd6d8221a25ebbdd963119 (diff)
SoftBody support in GodotPhysics 3D
- 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
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/SoftBody3D.xml6
1 files changed, 0 insertions, 6 deletions
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 04e201e1bd..29f8ecd432 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -77,8 +77,6 @@
</method>
</methods>
<members>
- <member name="angular_stiffness" type="float" setter="set_angular_stiffness" getter="get_angular_stiffness" default="0.0">
- </member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftBody3D 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.
@@ -96,8 +94,6 @@
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
</member>
- <member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
- </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">
@@ -109,8 +105,6 @@
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="0.0">
The SoftBody3D's mass.
</member>
- <member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.0">
- </member>
</members>
<constants>
</constants>