2018-07-26 09:56:21 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
<class name= "SoftBody" inherits= "MeshInstance" category= "Core" version= "3.1" >
<brief_description >
2018-09-16 17:52:21 +00:00
A soft mesh physics body.
2018-07-26 09:56:21 +00:00
</brief_description>
<description >
2018-09-16 17:52:21 +00:00
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
2018-07-26 09:56:21 +00:00
</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "add_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Adds a body to the list of bodies that this body can't collide with.
2018-07-26 09:56:21 +00:00
</description>
</method>
2018-10-24 19:32:55 +00:00
<method name= "get_collision_exceptions" >
<return type= "Array" >
</return>
<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
2018-07-26 09:56:21 +00:00
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Returns an individual bit on the collision mask.
2018-07-26 09:56:21 +00:00
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Returns an individual bit on the collision mask.
2018-07-26 09:56:21 +00:00
</description>
</method>
<method name= "is_ray_pickable" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
</description>
</method>
<method name= "remove_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Removes a body from the list of bodies that this body can't collide with.
2018-07-26 09:56:21 +00:00
</description>
</method>
<method name= "set_collision_layer_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
2018-07-26 09:56:21 +00:00
</description>
</method>
<method name= "set_collision_mask_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
2018-09-16 17:52:21 +00:00
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
2018-07-26 09:56:21 +00:00
</description>
</method>
<method name= "set_ray_pickable" >
<return type= "void" >
</return>
<argument index= "0" name= "ray_pickable" type= "bool" >
</argument>
<description >
</description>
</method>
</methods>
<members >
<member name= "areaAngular_stiffness" type= "float" setter= "set_areaAngular_stiffness" getter= "get_areaAngular_stiffness" >
</member>
<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" >
2018-09-16 17:52:21 +00:00
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.
2018-07-26 09:56:21 +00:00
</member>
<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" >
2018-09-16 17:52:21 +00:00
The physics layers this area scans for collisions.
2018-07-26 09:56:21 +00:00
</member>
<member name= "damping_coefficient" type= "float" setter= "set_damping_coefficient" getter= "get_damping_coefficient" >
</member>
<member name= "drag_coefficient" type= "float" setter= "set_drag_coefficient" getter= "get_drag_coefficient" >
</member>
<member name= "linear_stiffness" type= "float" setter= "set_linear_stiffness" getter= "get_linear_stiffness" >
</member>
<member name= "parent_collision_ignore" type= "NodePath" setter= "set_parent_collision_ignore" getter= "get_parent_collision_ignore" >
</member>
<member name= "pose_matching_coefficient" type= "float" setter= "set_pose_matching_coefficient" getter= "get_pose_matching_coefficient" >
</member>
<member name= "pressure_coefficient" type= "float" setter= "set_pressure_coefficient" getter= "get_pressure_coefficient" >
</member>
<member name= "simulation_precision" type= "int" setter= "set_simulation_precision" getter= "get_simulation_precision" >
2018-09-16 17:52:21 +00:00
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
2018-07-26 09:56:21 +00:00
</member>
<member name= "total_mass" type= "float" setter= "set_total_mass" getter= "get_total_mass" >
</member>
<member name= "volume_stiffness" type= "float" setter= "set_volume_stiffness" getter= "get_volume_stiffness" >
</member>
</members>
<constants >
</constants>
</class>