A soft mesh physics body.
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
https://docs.godotengine.org/en/3.2/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 an individual bit on the collision mask.
Returns an individual bit on the collision mask.
Removes a body from the list of bodies that this body can't collide with.
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
The physics layers this SoftBody 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. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
The SoftBody's mass.