Class SoftBody3D
A deformable 3D physics mesh.
- Inheritance
-
SoftBody3D
Remarks
A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
Additionally, SoftBody3D is subject to wind forces defined in Area3D (see wind_source_path, wind_force_magnitude, and wind_attenuation_factor).
Note: There are many known bugs in SoftBody3D. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).
See Also
Properties
collision_layer
The physics layers this SoftBody3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
var collision_layer : int = 1
Property Value
Remarks
collision_mask
The physics layers this SoftBody3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
var collision_mask : int = 1
Property Value
Remarks
damping_coefficient
The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied.
var damping_coefficient : float = 0.01
Property Value
Remarks
disable_mode
Defines the behavior in physics when process_mode is set to Node.PROCESS_MODE_DISABLED. See DisableMode for more details about the different modes.
var disable_mode : int = 0
Property Value
Remarks
drag_coefficient
The body's drag coefficient. Higher values increase this body's air resistance.
Note: This value is currently unused by Godot's default physics implementation.
var drag_coefficient : float = 0.0
Property Value
Remarks
linear_stiffness
Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between 0.0
and 1.0
(inclusive).
var linear_stiffness : float = 0.5
Property Value
Remarks
parent_collision_ignore
NodePath to a CollisionObject3D this SoftBody3D should avoid clipping.
var parent_collision_ignore : NodePath = NodePath("")
Property Value
Remarks
pressure_coefficient
The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect.
var pressure_coefficient : float = 0.0
Property Value
Remarks
ray_pickable
If true
, the SoftBody3D will respond to RayCast3Ds.
var ray_pickable : bool = true
Property Value
Remarks
simulation_precision
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
var simulation_precision : int = 5
Property Value
Remarks
total_mass
The SoftBody3D's mass.
var total_mass : float = 1.0
Property Value
Remarks
Methods
add_collision_exception_with(Node)
Adds a body to the list of bodies that this body can't collide with.
void add_collision_exception_with(Node body)
Parameters
body
Node
get_collision_exceptions
Returns an array of nodes that were added as collision exceptions for this body.
PhysicsBody3D[] get_collision_exceptions
get_collision_layer_value(int)
Qualifiers: const
Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number
between 1 and 32.
bool get_collision_layer_value(int layer_number)
Parameters
layer_number
int
get_collision_mask_value(int)
Qualifiers: const
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
bool get_collision_mask_value(int layer_number)
Parameters
layer_number
int
get_physics_rid
Qualifiers: const
Returns the internal RID used by the PhysicsServer3D for this body.
RID get_physics_rid
get_point_transform(int)
Returns local translation of a vertex in the surface array.
Vector3 get_point_transform(int point_index)
Parameters
point_index
int
is_point_pinned(int)
Qualifiers: const
Returns true
if vertex is set to pinned.
bool is_point_pinned(int point_index)
Parameters
point_index
int
remove_collision_exception_with(Node)
Removes a body from the list of bodies that this body can't collide with.
void remove_collision_exception_with(Node body)
Parameters
body
Node
set_collision_layer_value(int, bool)
Based on value
, enables or disables the specified layer in the collision_layer, given a layer_number
between 1 and 32.
void set_collision_layer_value(int layer_number, bool value)
Parameters
set_collision_mask_value(int, bool)
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
void set_collision_mask_value(int layer_number, bool value)
Parameters
set_point_pinned(int, bool, NodePath, int)
Sets the pinned state of a surface vertex. When set to true
, the optional attachment_path
can define a Node3D the pinned vertex will be attached to.
void set_point_pinned(int point_index, bool pinned, NodePath attachment_path, int insert_at)