A deformable 3D physics mesh. A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines). $DOCS_URL/tutorials/physics/soft_body.html Adds a body to the list of bodies that this body can't collide with. Returns an array of nodes that were added as collision exceptions for this body. Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [param layer_number] between 1 and 32. Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32. Returns the internal [RID] used by the [PhysicsServer3D] for this body. Returns local translation of a vertex in the surface array. Returns [code]true[/code] if vertex is set to pinned. Removes a body from the list of bodies that this body can't collide with. Based on [param value], enables or disables the specified layer in the [member collision_layer], given a [param layer_number] between 1 and 32. Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32. Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [param attachment_path] can define a [Node3D] the pinned vertex will be attached to. The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied. 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. The body's drag coefficient. Higher values increase this body's air resistance. [b]Note:[/b] This value is currently unused by Godot's default physics implementation. Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive). [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect. If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. Increasing this value will improve the resulting simulation, but can affect performance. Use with care. The SoftBody3D's mass. 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 [SoftBody3D]. Automatically re-added to the physics simulation when the [Node] is processed again. When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.