:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the SoftBody.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_SoftBody: SoftBody ======== **Inherits:** :ref:`MeshInstance` **<** :ref:`GeometryInstance` **<** :ref:`VisualInstance` **<** :ref:`CullInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` A soft mesh physics body. Description ----------- A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. **Note:** There are many known bugs in ``SoftBody``. 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). Tutorials --------- - :doc:`../tutorials/physics/soft_body` Properties ---------- +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`areaAngular_stiffness` | ``0.5`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`collision_layer` | ``1`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`collision_mask` | ``1`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`damping_coefficient` | ``0.01`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`drag_coefficient` | ``0.0`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`linear_stiffness` | ``0.5`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`NodePath` | :ref:`parent_collision_ignore` | ``NodePath("")`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`bool` | :ref:`physics_enabled` | ``true`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`pose_matching_coefficient` | ``0.0`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`pressure_coefficient` | ``0.0`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`bool` | :ref:`ray_pickable` | ``true`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`int` | :ref:`simulation_precision` | ``5`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`total_mass` | ``1.0`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ | :ref:`float` | :ref:`volume_stiffness` | ``0.5`` | +---------------------------------+-------------------------------------------------------------------------------------+------------------+ Methods ------- +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_collision_exceptions` **(** **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_bit` **(** :ref:`int` bit **)** |const| | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** |const| | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_point_transform` **(** :ref:`int` point_index **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_point_pinned` **(** :ref:`int` point_index **)** |const| | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`Node` body **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_point_pinned` **(** :ref:`int` point_index, :ref:`bool` pinned, :ref:`NodePath` attachment_path=NodePath("") **)** | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_SoftBody_property_areaAngular_stiffness: - :ref:`float` **areaAngular_stiffness** +-----------+----------------------------------+ | *Default* | ``0.5`` | +-----------+----------------------------------+ | *Setter* | set_areaAngular_stiffness(value) | +-----------+----------------------------------+ | *Getter* | get_areaAngular_stiffness() | +-----------+----------------------------------+ ---- .. _class_SoftBody_property_collision_layer: - :ref:`int` **collision_layer** +-----------+----------------------------+ | *Default* | ``1`` | +-----------+----------------------------+ | *Setter* | set_collision_layer(value) | +-----------+----------------------------+ | *Getter* | get_collision_layer() | +-----------+----------------------------+ 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. See `Collision layers and masks `__ in the documentation for more information. ---- .. _class_SoftBody_property_collision_mask: - :ref:`int` **collision_mask** +-----------+---------------------------+ | *Default* | ``1`` | +-----------+---------------------------+ | *Setter* | set_collision_mask(value) | +-----------+---------------------------+ | *Getter* | get_collision_mask() | +-----------+---------------------------+ The physics layers this SoftBody scans for collisions. See `Collision layers and masks `__ in the documentation for more information. ---- .. _class_SoftBody_property_damping_coefficient: - :ref:`float` **damping_coefficient** +-----------+--------------------------------+ | *Default* | ``0.01`` | +-----------+--------------------------------+ | *Setter* | set_damping_coefficient(value) | +-----------+--------------------------------+ | *Getter* | get_damping_coefficient() | +-----------+--------------------------------+ ---- .. _class_SoftBody_property_drag_coefficient: - :ref:`float` **drag_coefficient** +-----------+-----------------------------+ | *Default* | ``0.0`` | +-----------+-----------------------------+ | *Setter* | set_drag_coefficient(value) | +-----------+-----------------------------+ | *Getter* | get_drag_coefficient() | +-----------+-----------------------------+ ---- .. _class_SoftBody_property_linear_stiffness: - :ref:`float` **linear_stiffness** +-----------+-----------------------------+ | *Default* | ``0.5`` | +-----------+-----------------------------+ | *Setter* | set_linear_stiffness(value) | +-----------+-----------------------------+ | *Getter* | get_linear_stiffness() | +-----------+-----------------------------+ ---- .. _class_SoftBody_property_parent_collision_ignore: - :ref:`NodePath` **parent_collision_ignore** +-----------+------------------------------------+ | *Default* | ``NodePath("")`` | +-----------+------------------------------------+ | *Setter* | set_parent_collision_ignore(value) | +-----------+------------------------------------+ | *Getter* | get_parent_collision_ignore() | +-----------+------------------------------------+ :ref:`NodePath` to a :ref:`CollisionObject` this SoftBody should avoid clipping. ---- .. _class_SoftBody_property_physics_enabled: - :ref:`bool` **physics_enabled** +-----------+----------------------------+ | *Default* | ``true`` | +-----------+----------------------------+ | *Setter* | set_physics_enabled(value) | +-----------+----------------------------+ | *Getter* | is_physics_enabled() | +-----------+----------------------------+ If ``true``, the ``SoftBody`` is simulated in physics. Can be set to ``false`` to pause the physics simulation. ---- .. _class_SoftBody_property_pose_matching_coefficient: - :ref:`float` **pose_matching_coefficient** +-----------+--------------------------------------+ | *Default* | ``0.0`` | +-----------+--------------------------------------+ | *Setter* | set_pose_matching_coefficient(value) | +-----------+--------------------------------------+ | *Getter* | get_pose_matching_coefficient() | +-----------+--------------------------------------+ ---- .. _class_SoftBody_property_pressure_coefficient: - :ref:`float` **pressure_coefficient** +-----------+---------------------------------+ | *Default* | ``0.0`` | +-----------+---------------------------------+ | *Setter* | set_pressure_coefficient(value) | +-----------+---------------------------------+ | *Getter* | get_pressure_coefficient() | +-----------+---------------------------------+ ---- .. _class_SoftBody_property_ray_pickable: - :ref:`bool` **ray_pickable** +-----------+-------------------------+ | *Default* | ``true`` | +-----------+-------------------------+ | *Setter* | set_ray_pickable(value) | +-----------+-------------------------+ | *Getter* | is_ray_pickable() | +-----------+-------------------------+ If ``true``, the ``SoftBody`` will respond to :ref:`RayCast`\ s. ---- .. _class_SoftBody_property_simulation_precision: - :ref:`int` **simulation_precision** +-----------+---------------------------------+ | *Default* | ``5`` | +-----------+---------------------------------+ | *Setter* | set_simulation_precision(value) | +-----------+---------------------------------+ | *Getter* | get_simulation_precision() | +-----------+---------------------------------+ Increasing this value will improve the resulting simulation, but can affect performance. Use with care. ---- .. _class_SoftBody_property_total_mass: - :ref:`float` **total_mass** +-----------+-----------------------+ | *Default* | ``1.0`` | +-----------+-----------------------+ | *Setter* | set_total_mass(value) | +-----------+-----------------------+ | *Getter* | get_total_mass() | +-----------+-----------------------+ The SoftBody's mass. ---- .. _class_SoftBody_property_volume_stiffness: - :ref:`float` **volume_stiffness** +-----------+-----------------------------+ | *Default* | ``0.5`` | +-----------+-----------------------------+ | *Setter* | set_volume_stiffness(value) | +-----------+-----------------------------+ | *Getter* | get_volume_stiffness() | +-----------+-----------------------------+ Method Descriptions ------------------- .. _class_SoftBody_method_add_collision_exception_with: - void **add_collision_exception_with** **(** :ref:`Node` body **)** Adds a body to the list of bodies that this body can't collide with. ---- .. _class_SoftBody_method_get_collision_exceptions: - :ref:`Array` **get_collision_exceptions** **(** **)** Returns an array of nodes that were added as collision exceptions for this body. ---- .. _class_SoftBody_method_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** |const| Returns an individual bit on the collision mask. ---- .. _class_SoftBody_method_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** |const| Returns an individual bit on the collision mask. ---- .. _class_SoftBody_method_get_point_transform: - :ref:`Vector3` **get_point_transform** **(** :ref:`int` point_index **)** Returns local translation of a vertex in the surface array. ---- .. _class_SoftBody_method_is_point_pinned: - :ref:`bool` **is_point_pinned** **(** :ref:`int` point_index **)** |const| Returns ``true`` if vertex is set to pinned. ---- .. _class_SoftBody_method_remove_collision_exception_with: - void **remove_collision_exception_with** **(** :ref:`Node` body **)** Removes a body from the list of bodies that this body can't collide with. ---- .. _class_SoftBody_method_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the layer mask. Use this if you only need to change one layer's value. ---- .. _class_SoftBody_method_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the collision mask. Use this if you only need to change one layer's value. ---- .. _class_SoftBody_method_set_point_pinned: - void **set_point_pinned** **(** :ref:`int` point_index, :ref:`bool` pinned, :ref:`NodePath` attachment_path=NodePath("") **)** Sets the pinned state of a surface vertex. When set to ``true``, the optional ``attachment_path`` can define a :ref:`Spatial` the pinned vertex will be attached to. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`