pandemonium_engine_docs/classes/class_softbody.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/SoftBody.xml.
.. _class_SoftBody:
SoftBody
========
**Inherits:** :ref:`MeshInstance<class_MeshInstance>` **<** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`CullInstance<class_CullInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_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<class_float>` | :ref:`areaAngular_stiffness<class_SoftBody_property_areaAngular_stiffness>` | ``0.5`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`int<class_int>` | :ref:`collision_layer<class_SoftBody_property_collision_layer>` | ``1`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`int<class_int>` | :ref:`collision_mask<class_SoftBody_property_collision_mask>` | ``1`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`damping_coefficient<class_SoftBody_property_damping_coefficient>` | ``0.01`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`drag_coefficient<class_SoftBody_property_drag_coefficient>` | ``0.0`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`linear_stiffness<class_SoftBody_property_linear_stiffness>` | ``0.5`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`parent_collision_ignore<class_SoftBody_property_parent_collision_ignore>` | ``NodePath("")`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`bool<class_bool>` | :ref:`physics_enabled<class_SoftBody_property_physics_enabled>` | ``true`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`pose_matching_coefficient<class_SoftBody_property_pose_matching_coefficient>` | ``0.0`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`pressure_coefficient<class_SoftBody_property_pressure_coefficient>` | ``0.0`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`bool<class_bool>` | :ref:`ray_pickable<class_SoftBody_property_ray_pickable>` | ``true`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`int<class_int>` | :ref:`simulation_precision<class_SoftBody_property_simulation_precision>` | ``5`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`total_mass<class_SoftBody_property_total_mass>` | ``1.0`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
| :ref:`float<class_float>` | :ref:`volume_stiffness<class_SoftBody_property_volume_stiffness>` | ``0.5`` |
+---------------------------------+-------------------------------------------------------------------------------------+------------------+
Methods
-------
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_collision_exception_with<class_SoftBody_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_SoftBody_method_get_collision_exceptions>` **(** **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_SoftBody_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_SoftBody_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`get_point_transform<class_SoftBody_method_get_point_transform>` **(** :ref:`int<class_int>` point_index **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_point_pinned<class_SoftBody_method_is_point_pinned>` **(** :ref:`int<class_int>` point_index **)** |const| |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_collision_exception_with<class_SoftBody_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_layer_bit<class_SoftBody_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_mask_bit<class_SoftBody_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_point_pinned<class_SoftBody_method_set_point_pinned>` **(** :ref:`int<class_int>` point_index, :ref:`bool<class_bool>` pinned, :ref:`NodePath<class_NodePath>` attachment_path=NodePath("") **)** |
+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_SoftBody_property_areaAngular_stiffness:
- :ref:`float<class_float>` **areaAngular_stiffness**
+-----------+----------------------------------+
| *Default* | ``0.5`` |
+-----------+----------------------------------+
| *Setter* | set_areaAngular_stiffness(value) |
+-----------+----------------------------------+
| *Getter* | get_areaAngular_stiffness() |
+-----------+----------------------------------+
----
.. _class_SoftBody_property_collision_layer:
- :ref:`int<class_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 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----
.. _class_SoftBody_property_collision_mask:
- :ref:`int<class_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 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
----
.. _class_SoftBody_property_damping_coefficient:
- :ref:`float<class_float>` **damping_coefficient**
+-----------+--------------------------------+
| *Default* | ``0.01`` |
+-----------+--------------------------------+
| *Setter* | set_damping_coefficient(value) |
+-----------+--------------------------------+
| *Getter* | get_damping_coefficient() |
+-----------+--------------------------------+
----
.. _class_SoftBody_property_drag_coefficient:
- :ref:`float<class_float>` **drag_coefficient**
+-----------+-----------------------------+
| *Default* | ``0.0`` |
+-----------+-----------------------------+
| *Setter* | set_drag_coefficient(value) |
+-----------+-----------------------------+
| *Getter* | get_drag_coefficient() |
+-----------+-----------------------------+
----
.. _class_SoftBody_property_linear_stiffness:
- :ref:`float<class_float>` **linear_stiffness**
+-----------+-----------------------------+
| *Default* | ``0.5`` |
+-----------+-----------------------------+
| *Setter* | set_linear_stiffness(value) |
+-----------+-----------------------------+
| *Getter* | get_linear_stiffness() |
+-----------+-----------------------------+
----
.. _class_SoftBody_property_parent_collision_ignore:
- :ref:`NodePath<class_NodePath>` **parent_collision_ignore**
+-----------+------------------------------------+
| *Default* | ``NodePath("")`` |
+-----------+------------------------------------+
| *Setter* | set_parent_collision_ignore(value) |
+-----------+------------------------------------+
| *Getter* | get_parent_collision_ignore() |
+-----------+------------------------------------+
:ref:`NodePath<class_NodePath>` to a :ref:`CollisionObject<class_CollisionObject>` this SoftBody should avoid clipping.
----
.. _class_SoftBody_property_physics_enabled:
- :ref:`bool<class_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<class_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<class_float>` **pressure_coefficient**
+-----------+---------------------------------+
| *Default* | ``0.0`` |
+-----------+---------------------------------+
| *Setter* | set_pressure_coefficient(value) |
+-----------+---------------------------------+
| *Getter* | get_pressure_coefficient() |
+-----------+---------------------------------+
----
.. _class_SoftBody_property_ray_pickable:
- :ref:`bool<class_bool>` **ray_pickable**
+-----------+-------------------------+
| *Default* | ``true`` |
+-----------+-------------------------+
| *Setter* | set_ray_pickable(value) |
+-----------+-------------------------+
| *Getter* | is_ray_pickable() |
+-----------+-------------------------+
If ``true``, the ``SoftBody`` will respond to :ref:`RayCast<class_RayCast>`\ s.
----
.. _class_SoftBody_property_simulation_precision:
- :ref:`int<class_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<class_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<class_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<class_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<class_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<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
Returns an individual bit on the collision mask.
----
.. _class_SoftBody_method_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
Returns an individual bit on the collision mask.
----
.. _class_SoftBody_method_get_point_transform:
- :ref:`Vector3<class_Vector3>` **get_point_transform** **(** :ref:`int<class_int>` point_index **)**
Returns local translation of a vertex in the surface array.
----
.. _class_SoftBody_method_is_point_pinned:
- :ref:`bool<class_bool>` **is_point_pinned** **(** :ref:`int<class_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<class_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<class_int>` bit, :ref:`bool<class_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<class_int>` bit, :ref:`bool<class_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<class_int>` point_index, :ref:`bool<class_bool>` pinned, :ref:`NodePath<class_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<class_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.)`