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SoftBody3D¶
Inherits: MeshInstance3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
A deformable 3D physics mesh.
Description¶
A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
Note: There are many known bugs in SoftBody3D. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).
Tutorials¶
Properties¶
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Methods¶
void |
add_collision_exception_with ( Node body ) |
get_collision_layer_value ( int layer_number ) const |
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get_collision_mask_value ( int layer_number ) const |
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get_physics_rid ( ) const |
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get_point_transform ( int point_index ) |
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is_point_pinned ( int point_index ) const |
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void |
remove_collision_exception_with ( Node body ) |
void |
set_collision_layer_value ( int layer_number, bool value ) |
void |
set_collision_mask_value ( int layer_number, bool value ) |
void |
set_point_pinned ( int point_index, bool pinned, NodePath attachment_path=NodePath("") ) |
Enumerations¶
enum DisableMode:
DisableMode DISABLE_MODE_REMOVE = 0
When Node.process_mode is set to 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.
DisableMode DISABLE_MODE_KEEP_ACTIVE = 1
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, do not affect the physics simulation.
Property Descriptions¶
int collision_layer = 1
The physics layers this SoftBody3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
int collision_mask = 1
The physics layers this SoftBody3D scans. Collision objects can scan one or more of 32 different layers. See also