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ReStructuredText
385 lines
20 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the SoftBody.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_SoftBody:
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SoftBody
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========
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**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>`
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A soft mesh physics body.
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Description
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-----------
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A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
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**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).
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Tutorials
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---------
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- :doc:`../tutorials/physics/soft_body`
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Properties
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----------
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`areaAngular_stiffness<class_SoftBody_property_areaAngular_stiffness>` | ``0.5`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`collision_layer<class_SoftBody_property_collision_layer>` | ``1`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_SoftBody_property_collision_mask>` | ``1`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`damping_coefficient<class_SoftBody_property_damping_coefficient>` | ``0.01`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`drag_coefficient<class_SoftBody_property_drag_coefficient>` | ``0.0`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`linear_stiffness<class_SoftBody_property_linear_stiffness>` | ``0.5`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`parent_collision_ignore<class_SoftBody_property_parent_collision_ignore>` | ``NodePath("")`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`physics_enabled<class_SoftBody_property_physics_enabled>` | ``true`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`pose_matching_coefficient<class_SoftBody_property_pose_matching_coefficient>` | ``0.0`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`pressure_coefficient<class_SoftBody_property_pressure_coefficient>` | ``0.0`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`ray_pickable<class_SoftBody_property_ray_pickable>` | ``true`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`simulation_precision<class_SoftBody_property_simulation_precision>` | ``5`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`total_mass<class_SoftBody_property_total_mass>` | ``1.0`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`volume_stiffness<class_SoftBody_property_volume_stiffness>` | ``0.5`` |
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+---------------------------------+-------------------------------------------------------------------------------------+------------------+
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Methods
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-------
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_collision_exception_with<class_SoftBody_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_SoftBody_method_get_collision_exceptions>` **(** **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_SoftBody_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_SoftBody_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_point_transform<class_SoftBody_method_get_point_transform>` **(** :ref:`int<class_int>` point_index **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_point_pinned<class_SoftBody_method_is_point_pinned>` **(** :ref:`int<class_int>` point_index **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_collision_exception_with<class_SoftBody_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_SoftBody_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_SoftBody_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| 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("") **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_SoftBody_property_areaAngular_stiffness:
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- :ref:`float<class_float>` **areaAngular_stiffness**
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+-----------+----------------------------------+
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| *Default* | ``0.5`` |
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+-----------+----------------------------------+
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| *Setter* | set_areaAngular_stiffness(value) |
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+-----------+----------------------------------+
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| *Getter* | get_areaAngular_stiffness() |
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+-----------+----------------------------------+
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----
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.. _class_SoftBody_property_collision_layer:
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- :ref:`int<class_int>` **collision_layer**
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+-----------+----------------------------+
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| *Default* | ``1`` |
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+-----------+----------------------------+
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| *Setter* | set_collision_layer(value) |
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+-----------+----------------------------+
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| *Getter* | get_collision_layer() |
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+-----------+----------------------------+
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The physics layers this SoftBody is in.
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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.
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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 <https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_SoftBody_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The physics layers this SoftBody scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_SoftBody_property_damping_coefficient:
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- :ref:`float<class_float>` **damping_coefficient**
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+-----------+--------------------------------+
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| *Default* | ``0.01`` |
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+-----------+--------------------------------+
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| *Setter* | set_damping_coefficient(value) |
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+-----------+--------------------------------+
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| *Getter* | get_damping_coefficient() |
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+-----------+--------------------------------+
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----
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.. _class_SoftBody_property_drag_coefficient:
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- :ref:`float<class_float>` **drag_coefficient**
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+-----------+-----------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------+
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| *Setter* | set_drag_coefficient(value) |
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+-----------+-----------------------------+
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| *Getter* | get_drag_coefficient() |
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+-----------+-----------------------------+
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----
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.. _class_SoftBody_property_linear_stiffness:
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- :ref:`float<class_float>` **linear_stiffness**
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+-----------+-----------------------------+
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| *Default* | ``0.5`` |
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+-----------+-----------------------------+
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| *Setter* | set_linear_stiffness(value) |
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+-----------+-----------------------------+
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| *Getter* | get_linear_stiffness() |
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+-----------+-----------------------------+
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----
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.. _class_SoftBody_property_parent_collision_ignore:
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- :ref:`NodePath<class_NodePath>` **parent_collision_ignore**
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+-----------+------------------------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+------------------------------------+
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| *Setter* | set_parent_collision_ignore(value) |
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+-----------+------------------------------------+
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| *Getter* | get_parent_collision_ignore() |
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+-----------+------------------------------------+
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:ref:`NodePath<class_NodePath>` to a :ref:`CollisionObject<class_CollisionObject>` this SoftBody should avoid clipping.
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----
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.. _class_SoftBody_property_physics_enabled:
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- :ref:`bool<class_bool>` **physics_enabled**
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+-----------+----------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------+
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| *Setter* | set_physics_enabled(value) |
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+-----------+----------------------------+
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| *Getter* | is_physics_enabled() |
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+-----------+----------------------------+
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If ``true``, the ``SoftBody`` is simulated in physics. Can be set to ``false`` to pause the physics simulation.
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----
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.. _class_SoftBody_property_pose_matching_coefficient:
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- :ref:`float<class_float>` **pose_matching_coefficient**
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+-----------+--------------------------------------+
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| *Default* | ``0.0`` |
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+-----------+--------------------------------------+
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| *Setter* | set_pose_matching_coefficient(value) |
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+-----------+--------------------------------------+
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| *Getter* | get_pose_matching_coefficient() |
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+-----------+--------------------------------------+
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----
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.. _class_SoftBody_property_pressure_coefficient:
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- :ref:`float<class_float>` **pressure_coefficient**
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+-----------+---------------------------------+
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| *Default* | ``0.0`` |
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+-----------+---------------------------------+
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| *Setter* | set_pressure_coefficient(value) |
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+-----------+---------------------------------+
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| *Getter* | get_pressure_coefficient() |
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+-----------+---------------------------------+
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----
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.. _class_SoftBody_property_ray_pickable:
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- :ref:`bool<class_bool>` **ray_pickable**
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+-----------+-------------------------+
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| *Default* | ``true`` |
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+-----------+-------------------------+
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| *Setter* | set_ray_pickable(value) |
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+-----------+-------------------------+
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| *Getter* | is_ray_pickable() |
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+-----------+-------------------------+
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If ``true``, the ``SoftBody`` will respond to :ref:`RayCast<class_RayCast>`\ s.
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----
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.. _class_SoftBody_property_simulation_precision:
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- :ref:`int<class_int>` **simulation_precision**
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+-----------+---------------------------------+
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| *Default* | ``5`` |
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+-----------+---------------------------------+
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| *Setter* | set_simulation_precision(value) |
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+-----------+---------------------------------+
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| *Getter* | get_simulation_precision() |
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+-----------+---------------------------------+
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Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
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----
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.. _class_SoftBody_property_total_mass:
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- :ref:`float<class_float>` **total_mass**
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+-----------+-----------------------+
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| *Default* | ``1.0`` |
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+-----------+-----------------------+
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| *Setter* | set_total_mass(value) |
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+-----------+-----------------------+
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| *Getter* | get_total_mass() |
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+-----------+-----------------------+
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The SoftBody's mass.
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----
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.. _class_SoftBody_property_volume_stiffness:
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- :ref:`float<class_float>` **volume_stiffness**
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+-----------+-----------------------------+
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| *Default* | ``0.5`` |
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+-----------+-----------------------------+
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| *Setter* | set_volume_stiffness(value) |
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+-----------+-----------------------------+
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| *Getter* | get_volume_stiffness() |
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+-----------+-----------------------------+
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Method Descriptions
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-------------------
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.. _class_SoftBody_method_add_collision_exception_with:
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- void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
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Adds a body to the list of bodies that this body can't collide with.
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----
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.. _class_SoftBody_method_get_collision_exceptions:
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- :ref:`Array<class_Array>` **get_collision_exceptions** **(** **)**
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Returns an array of nodes that were added as collision exceptions for this body.
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----
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.. _class_SoftBody_method_get_collision_layer_bit:
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- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Returns an individual bit on the collision mask.
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----
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.. _class_SoftBody_method_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Returns an individual bit on the collision mask.
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----
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.. _class_SoftBody_method_get_point_transform:
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- :ref:`Vector3<class_Vector3>` **get_point_transform** **(** :ref:`int<class_int>` point_index **)**
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Returns local translation of a vertex in the surface array.
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----
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.. _class_SoftBody_method_is_point_pinned:
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- :ref:`bool<class_bool>` **is_point_pinned** **(** :ref:`int<class_int>` point_index **)** |const|
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Returns ``true`` if vertex is set to pinned.
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----
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.. _class_SoftBody_method_remove_collision_exception_with:
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- void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
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Removes a body from the list of bodies that this body can't collide with.
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----
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.. _class_SoftBody_method_set_collision_layer_bit:
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- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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----
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.. _class_SoftBody_method_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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----
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.. _class_SoftBody_method_set_point_pinned:
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- void **set_point_pinned** **(** :ref:`int<class_int>` point_index, :ref:`bool<class_bool>` pinned, :ref:`NodePath<class_NodePath>` attachment_path=NodePath("") **)**
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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.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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