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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SoftDynamicBody3D" inherits= "MeshInstance3D" version= "4.0" >
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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 title= "SoftBody" > https://docs.godotengine.org/en/latest/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_value" qualifiers= "const" >
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<return type= "bool" />
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<argument index= "0" name= "layer_number" type= "int" />
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<description >
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Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
</method>
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<method name= "get_collision_mask_value" qualifiers= "const" >
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<return type= "bool" />
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<argument index= "0" name= "layer_number" type= "int" />
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<description >
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
</method>
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<method name= "get_physics_rid" qualifiers= "const" >
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<return type= "RID" />
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<description >
</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>
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<method name= "set_collision_layer_value" >
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<return type= "void" />
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<argument index= "0" name= "layer_number" type= "int" />
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<argument index= "1" name= "value" type= "bool" />
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<description >
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32.
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</description>
</method>
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<method name= "set_collision_mask_value" >
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<return type= "void" />
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<argument index= "0" name= "layer_number" type= "int" />
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<argument index= "1" name= "value" type= "bool" />
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<description >
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
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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 [Node3D] the pinned vertex will be attached to.
</description>
</method>
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</methods>
<members >
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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 SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/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 SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/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= "disable_mode" type= "int" setter= "set_disable_mode" getter= "get_disable_mode" enum= "SoftDynamicBody3D.DisableMode" default= "0" >
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Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</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 [CollisionObject3D] this SoftDynamicBody3D should avoid clipping.
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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" >
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If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s.
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</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 SoftDynamicBody3D's mass.
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</member>
</members>
<constants >
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<constant name= "DISABLE_MODE_REMOVE" value= "0" enum= "DisableMode" >
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D].
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Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name= "DISABLE_MODE_KEEP_ACTIVE" value= "1" enum= "DisableMode" >
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
</constant>
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</constants>
</class>