SoftBody3D
Inherits: MeshInstance3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
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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
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DisableMode DISABLE_MODE_KEEP_ACTIVE = 1
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Property Descriptions
int collision_layer = 1
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int collision_mask = 1
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float damping_coefficient = 0.01
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DisableMode disable_mode = 0
void set_disable_mode ( DisableMode value )
DisableMode get_disable_mode ( )
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float drag_coefficient = 0.0
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float linear_stiffness = 0.5
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NodePath parent_collision_ignore = NodePath("")
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float pressure_coefficient = 0.0
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bool ray_pickable = true
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int simulation_precision = 5
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float total_mass = 1.0
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Method Descriptions
void add_collision_exception_with ( Node body )
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PhysicsBody3D[] get_collision_exceptions ( )
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bool get_collision_layer_value ( int layer_number ) const
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bool get_collision_mask_value ( int layer_number ) const
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RID get_physics_rid ( ) const
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Vector3 get_point_transform ( int point_index )
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bool is_point_pinned ( int point_index ) const
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void remove_collision_exception_with ( Node body )
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void set_collision_layer_value ( int layer_number, bool value )
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void set_collision_mask_value ( int layer_number, bool value )
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void set_point_pinned ( int point_index, bool pinned, NodePath attachment_path=NodePath(“”) )
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