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Diffstat (limited to 'doc/classes/SoftBody3D.xml')
-rw-r--r-- | doc/classes/SoftBody3D.xml | 105 |
1 files changed, 61 insertions, 44 deletions
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 7999ad774d..d5f0e3c95c 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -11,88 +11,98 @@ </tutorials> <methods> <method name="add_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> + <return type="void" /> + <argument index="0" name="body" type="Node" /> <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> + <return type="Array" /> <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> + <method name="get_collision_layer_value" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="layer_number" type="int" /> <description> - Returns an individual bit on the collision mask. + Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32. </description> </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> + <method name="get_collision_mask_value" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="layer_number" type="int" /> <description> - Returns an individual bit on the collision mask. + Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="get_physics_rid" qualifiers="const"> - <return type="RID"> - </return> + <return type="RID" /> <description> </description> </method> + <method name="get_point_transform"> + <return type="Vector3" /> + <argument index="0" name="point_index" type="int" /> + <description> + Returns local translation of a vertex in the surface array. + </description> + </method> + <method name="is_point_pinned" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="point_index" type="int" /> + <description> + Returns [code]true[/code] if vertex is set to pinned. + </description> + </method> <method name="remove_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> + <return type="void" /> + <argument index="0" name="body" type="Node" /> <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> + <method name="set_collision_layer_value"> + <return type="void" /> + <argument index="0" name="layer_number" type="int" /> + <argument index="1" name="value" type="bool" /> <description> - Sets individual bits on the layer mask. Use this if you only need to change one layer's value. + Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32. </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> + <method name="set_collision_mask_value"> + <return type="void" /> + <argument index="0" name="layer_number" type="int" /> + <argument index="1" name="value" type="bool" /> <description> - Sets individual bits on the collision mask. Use this if you only need to change one layer's value. + Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + <method name="set_point_pinned"> + <return type="void" /> + <argument index="0" name="point_index" type="int" /> + <argument index="1" name="pinned" type="bool" /> + <argument index="2" name="attachment_path" type="NodePath" default="NodePath("")" /> + <description> + Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [code]attachment_path[/code] can define a [Node3D] the pinned vertex will be attached to. </description> </method> </methods> <members> <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. + The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. 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. + The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. 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="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0"> + Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. + </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"> @@ -113,5 +123,12 @@ </member> </members> <constants> + <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D]. + Automatically re-added to the physics simulation when the [Node] is processed again. + </constant> + <constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode"> + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation. + </constant> </constants> </class> |