SoftBody

Inherits: MeshInstance < GeometryInstance < VisualInstance < Spatial < Node < Object

Category: Core

Brief Description

A soft mesh physics body.

Properties

floatareaAngular_stiffness
intcollision_layer
intcollision_mask
floatdamping_coefficient
floatdrag_coefficient
floatlinear_stiffness
NodePathparent_collision_ignore
floatpose_matching_coefficient
floatpressure_coefficient
intsimulation_precision
floattotal_mass
floatvolume_stiffness

Methods

voidadd_collision_exception_with ( Node body )
Arrayget_collision_exceptions ( )
boolget_collision_layer_bit ( int bit ) const
boolget_collision_mask_bit ( int bit ) const
boolis_ray_pickable ( ) const
voidremove_collision_exception_with ( Node body )
voidset_collision_layer_bit ( int bit, bool value )
voidset_collision_mask_bit ( int bit, bool value )
voidset_ray_pickable ( bool ray_pickable )

Description

A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.

Property Descriptions

  • float areaAngular_stiffness
Setterset_areaAngular_stiffness(value)
Getterget_areaAngular_stiffness()

  • int collision_layer
Setterset_collision_layer(value)
Getterget_collision_layer()

The physics layers this area 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.


  • int collision_mask
Setterset_collision_mask(value)
Getterget_collision_mask()

The physics layers this area scans for collisions.


  • float damping_coefficient
Setterset_damping_coefficient(value)
Getterget_damping_coefficient()

Setterset_drag_coefficient(value)
Getterget_drag_coefficient()

Setterset_linear_stiffness(value)
Getterget_linear_stiffness()

Setterset_parent_collision_ignore(value)
Getterget_parent_collision_ignore()

  • float pose_matching_coefficient
Setterset_pose_matching_coefficient(value)
Getterget_pose_matching_coefficient()

  • float pressure_coefficient
Setterset_pressure_coefficient(value)
Getterget_pressure_coefficient()

  • int simulation_precision
Setterset_simulation_precision(value)
Getterget_simulation_precision()

Increasing this value will improve the resulting simulation, but can affect performance. Use with care.


Setterset_total_mass(value)
Getterget_total_mass()

Setterset_volume_stiffness(value)
Getterget_volume_stiffness()

Method Descriptions

  • void add_collision_exception_with ( Node body )

Adds a body to the list of bodies that this body can’t collide with.


  • Array get_collision_exceptions ( )

Returns an array of nodes that were added as collision exceptions for this body.


  • bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the collision mask.


  • bool get_collision_mask_bit ( int bit ) const

Returns an individual bit on the collision mask.


  • bool is_ray_pickable ( ) const

  • void remove_collision_exception_with ( Node body )

Removes a body from the list of bodies that this body can’t collide with.


  • void set_collision_layer_bit ( int bit, bool value )

Sets individual bits on the layer mask. Use this if you only need to change one layer’s value.


  • void set_collision_mask_bit ( int bit, bool value )

Sets individual bits on the collision mask. Use this if you only need to change one layer’s value.


  • void set_ray_pickable ( bool ray_pickable )