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+<?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(&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">
+ 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>