Inheritance #

SoftBody3D
Table of contents

SoftBody3D #

is_instantiable, Node3D, Node, core, not_builtin_classes

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.

Additionally, SoftBody3D is subject to wind forces defined in Area3D (see Area3D.wind_source_path, Area3D.wind_force_magnitude, and Area3D.wind_attenuation_factor).

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).

Members #

var collision_layer: int = 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.

var collision_mask: int = 1#

The physics layers this SoftBody3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.

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.

var damping_coefficient: float = 0.01#

The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied.

var disable_mode = DISABLE_MODE_REMOVE#

Defines the behavior in physics when Node.process_mode is set to Node.PROCESS_MODE_DISABLED. See DisableMode for more details about the different modes.

var drag_coefficient: float = 0.0#

The body's drag coefficient. Higher values increase this body's air resistance.

Note: This value is currently unused by Godot's default physics implementation.

var linear_stiffness: float = 0.5#

Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between 0.0 and 1.0 (inclusive).

var parent_collision_ignore: NodePath = NodePath("")#

NodePath to a CollisionObject3D this SoftBody3D should avoid clipping.

var pressure_coefficient: float = 0.0#

The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect.

var ray_pickable: bool = true#

If true, the SoftBody3D will respond to RayCast3Ds.

var simulation_precision: int = 5#

Increasing this value will improve the resulting simulation, but can affect performance. Use with care.

var total_mass: float = 1.0#

The SoftBody3D's mass.

Methods #

func add_collision_exception_with(body: Node) -> void#

Adds a body to the list of bodies that this body can't collide with.

func get_collision_exceptions() -> PhysicsBody3D[]#

Returns an array of nodes that were added as collision exceptions for this body.

const func get_collision_layer_value(layer_number: int) -> bool#

Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.

const func get_collision_mask_value(layer_number: int) -> bool#

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.

const func get_physics_rid() -> RID#

Returns the internal RID used by the PhysicsServer3D for this body.

func get_point_transform(point_index: int) -> Vector3#

Returns local translation of a vertex in the surface array.

const func is_point_pinned(point_index: int) -> bool#

Returns true if vertex is set to pinned.

func remove_collision_exception_with(body: Node) -> void#

Removes a body from the list of bodies that this body can't collide with.

func set_collision_layer_value(value: bool) -> void#

Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.

func set_collision_mask_value(value: bool) -> void#

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.

func set_point_pinned(insert_at: int = -1) -> void#

Sets the pinned state of a surface vertex. When set to true, the optional attachment_path can define a Node3D the pinned vertex will be attached to.

Annotations #

Constants #

const DISABLE_MODE_REMOVE = 0 enum DisableMode#

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.

const DISABLE_MODE_KEEP_ACTIVE = 1 enum DisableMode#

When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, do not affect the physics simulation.

Constructors #

Enums #

DisableMode#

enum DisableMode { DISABLE_MODE_REMOVE = 0, DISABLE_MODE_KEEP_ACTIVE = 1, }

Operators #

Signals #

Theme Items #

Tutorials #