From ce61bff759b6876882b1b023e284df3bfd79b7c6 Mon Sep 17 00:00:00 2001 From: Jummit Date: Thu, 31 Oct 2019 16:29:41 +0100 Subject: link SoftBody tutorial in docs and add ray_pickable property --- doc/classes/SoftBody.xml | 24 ++++++++---------------- 1 file changed, 8 insertions(+), 16 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index 5cde31fa59..e4a5087db5 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -7,6 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. + https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html @@ -43,12 +44,6 @@ Returns an individual bit on the collision mask. - - - - - - @@ -80,25 +75,20 @@ Sets individual bits on the collision mask. Use this if you only need to change one layer's value. - - - - - - - - + + If true, the [SoftBody] will respond to [RayCast]s. + - The physics layers this area is in. + The physics layers this SoftBody 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. - The physics layers this area scans for collisions. + The physics layers this SoftBody scans for collisions. @@ -107,6 +97,7 @@ + [NodePath] to a [CollisionObject] this SoftBody should avoid clipping. @@ -116,6 +107,7 @@ Increasing this value will improve the resulting simulation, but can affect performance. Use with care. + The SoftBody's mass. -- cgit v1.2.3