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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SoftBody" inherits= "MeshInstance" version= "3.5" >
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<brief_description >
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A soft mesh physics body.
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</brief_description>
<description >
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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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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
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<return type= "void" />
<argument index= "0" name= "body" type= "Node" />
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<description >
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Adds a body to the list of bodies that this body can't collide with.
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</description>
</method>
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<method name= "get_collision_exceptions" >
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<return type= "Array" />
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<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
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<method name= "get_collision_layer_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
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Returns an individual bit on the collision mask.
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</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
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Returns an individual bit on the collision mask.
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</description>
</method>
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<method name= "get_point_transform" >
<return type= "Vector3" />
<argument index= "0" name= "point_index" type= "int" />
<description >
Returns local translation of a vertex in the surface array.
</description>
</method>
<method name= "is_point_pinned" qualifiers= "const" >
<return type= "bool" />
<argument index= "0" name= "point_index" type= "int" />
<description >
Returns [code]true[/code] if vertex is set to pinned.
</description>
</method>
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<method name= "remove_collision_exception_with" >
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<return type= "void" />
<argument index= "0" name= "body" type= "Node" />
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<description >
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Removes a body from the list of bodies that this body can't collide with.
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</description>
</method>
<method name= "set_collision_layer_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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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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</description>
</method>
<method name= "set_collision_mask_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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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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</description>
</method>
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<method name= "set_point_pinned" >
<return type= "void" />
<argument index= "0" name= "point_index" type= "int" />
<argument index= "1" name= "pinned" type= "bool" />
<argument index= "2" name= "attachment_path" type= "NodePath" default= "NodePath("")" />
<description >
Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [code]attachment_path[/code] can define a [Spatial] the pinned vertex will be attached to.
</description>
</method>
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</methods>
<members >
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<member name= "areaAngular_stiffness" type= "float" setter= "set_areaAngular_stiffness" getter= "get_areaAngular_stiffness" default= "0.5" >
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</member>
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
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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 [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name= "damping_coefficient" type= "float" setter= "set_damping_coefficient" getter= "get_damping_coefficient" default= "0.01" >
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</member>
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<member name= "drag_coefficient" type= "float" setter= "set_drag_coefficient" getter= "get_drag_coefficient" default= "0.0" >
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</member>
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<member name= "linear_stiffness" type= "float" setter= "set_linear_stiffness" getter= "get_linear_stiffness" default= "0.5" >
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</member>
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<member name= "parent_collision_ignore" type= "NodePath" setter= "set_parent_collision_ignore" getter= "get_parent_collision_ignore" default= "NodePath("")" >
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[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
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</member>
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<member name= "physics_enabled" type= "bool" setter= "set_physics_enabled" getter= "is_physics_enabled" default= "true" >
If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to [code]false[/code] to pause the physics simulation.
</member>
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<member name= "pose_matching_coefficient" type= "float" setter= "set_pose_matching_coefficient" getter= "get_pose_matching_coefficient" default= "0.0" >
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</member>
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<member name= "pressure_coefficient" type= "float" setter= "set_pressure_coefficient" getter= "get_pressure_coefficient" default= "0.0" >
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</member>
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<member name= "ray_pickable" type= "bool" setter= "set_ray_pickable" getter= "is_ray_pickable" default= "true" >
If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
</member>
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<member name= "simulation_precision" type= "int" setter= "set_simulation_precision" getter= "get_simulation_precision" default= "5" >
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Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
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</member>
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<member name= "total_mass" type= "float" setter= "set_total_mass" getter= "get_total_mass" default= "1.0" >
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The SoftBody's mass.
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</member>
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<member name= "volume_stiffness" type= "float" setter= "set_volume_stiffness" getter= "get_volume_stiffness" default= "0.5" >
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</member>
</members>
<constants >
</constants>
</class>