A soft mesh physics body.
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
[b]Note:[/b] There are many known bugs in [SoftDynamicBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
$DOCS_URL/tutorials/physics/soft_body.html
Adds a body to the list of bodies that this body can't collide with.
Returns an array of nodes that were added as collision exceptions for this body.
Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32.
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
Returns local translation of a vertex in the surface array.
Returns [code]true[/code] if vertex is set to pinned.
Removes a body from the list of bodies that this body can't collide with.
Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32.
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [code]attachment_path[/code] can define a [Node3D] the pinned vertex will be attached to.
The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this SoftDynamicBody3D [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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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.
[NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping.
If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s.
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
The SoftDynamicBody3D's mass.
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 [SoftDynamicBody3D].
Automatically re-added to the physics simulation when the [Node] is processed again.
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.