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Diffstat (limited to 'doc/classes/SoftBody3D.xml')
-rw-r--r-- | doc/classes/SoftBody3D.xml | 117 |
1 files changed, 0 insertions, 117 deletions
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml deleted file mode 100644 index d3ab955570..0000000000 --- a/doc/classes/SoftBody3D.xml +++ /dev/null @@ -1,117 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0"> - <brief_description> - A soft mesh physics body. - </brief_description> - <description> - A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. - </description> - <tutorials> - <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> - </tutorials> - <methods> - <method name="add_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> - <description> - Adds a body to the list of bodies that this body can't collide with. - </description> - </method> - <method name="get_collision_exceptions"> - <return type="Array"> - </return> - <description> - Returns an array of nodes that were added as collision exceptions for this body. - </description> - </method> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the collision mask. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the collision mask. - </description> - </method> - <method name="remove_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> - <description> - Removes a body from the list of bodies that this body can't collide with. - </description> - </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the layer mask. Use this if you only need to change one layer's value. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the collision mask. Use this if you only need to change one layer's value. - </description> - </method> - </methods> - <members> - <member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5"> - </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. - 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. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - 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. - </member> - <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> - </member> - <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0"> - </member> - <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5"> - </member> - <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")"> - [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"> - If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. - </member> - <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5"> - Increasing this value will improve the resulting simulation, but can affect performance. Use with care. - </member> - <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0"> - The SoftBody3D's mass. - </member> - <member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5"> - </member> - </members> - <constants> - </constants> -</class> |