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Diffstat (limited to 'doc/classes/SoftBody3D.xml')
-rw-r--r-- | doc/classes/SoftBody3D.xml | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml new file mode 100644 index 0000000000..24d6609900 --- /dev/null +++ b/doc/classes/SoftBody3D.xml @@ -0,0 +1,117 @@ +<?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>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. + </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. + </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> |