- _drawSoftMesh
void _drawSoftMesh()
- addCollisionExceptionWith
void addCollisionExceptionWith(GodotObject _body)
Adds a body to the list of bodies that this body can't collide with.
- getAreaangularStiffness
double getAreaangularStiffness()
- getCollisionExceptions
Array getCollisionExceptions()
Returns an array of nodes that were added as collision exceptions for this body.
- getCollisionLayer
long getCollisionLayer()
- getCollisionLayerBit
bool getCollisionLayerBit(long bit)
Returns an individual bit on the collision mask.
- getCollisionMask
long getCollisionMask()
- getCollisionMaskBit
bool getCollisionMaskBit(long bit)
Returns an individual bit on the collision mask.
- getDampingCoefficient
double getDampingCoefficient()
- getDragCoefficient
double getDragCoefficient()
- getLinearStiffness
double getLinearStiffness()
- getParentCollisionIgnore
NodePath getParentCollisionIgnore()
- getPoseMatchingCoefficient
double getPoseMatchingCoefficient()
- getPressureCoefficient
double getPressureCoefficient()
- getSimulationPrecision
long getSimulationPrecision()
- getTotalMass
double getTotalMass()
- getVolumeStiffness
double getVolumeStiffness()
- isRayPickable
bool isRayPickable()
- opAssign
SoftBody opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(SoftBody other)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
- removeCollisionExceptionWith
void removeCollisionExceptionWith(GodotObject _body)
Removes a body from the list of bodies that this body can't collide with.
- setAreaangularStiffness
void setAreaangularStiffness(double areaAngular_stiffness)
- setCollisionLayer
void setCollisionLayer(long collision_layer)
- setCollisionLayerBit
void setCollisionLayerBit(long bit, bool value)
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
- setCollisionMask
void setCollisionMask(long collision_mask)
- setCollisionMaskBit
void setCollisionMaskBit(long bit, bool value)
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
- setDampingCoefficient
void setDampingCoefficient(double damping_coefficient)
- setDragCoefficient
void setDragCoefficient(double drag_coefficient)
- setLinearStiffness
void setLinearStiffness(double linear_stiffness)
- setParentCollisionIgnore
void setParentCollisionIgnore(NodePathArg0 parent_collision_ignore)
- setPoseMatchingCoefficient
void setPoseMatchingCoefficient(double pose_matching_coefficient)
- setPressureCoefficient
void setPressureCoefficient(double pressure_coefficient)
- setRayPickable
void setRayPickable(bool ray_pickable)
- setSimulationPrecision
void setSimulationPrecision(long simulation_precision)
- setTotalMass
void setTotalMass(double mass)
- setVolumeStiffness
void setVolumeStiffness(double volume_stiffness)
- areaangularStiffness
double areaangularStiffness [@property getter]
double areaangularStiffness [@property setter]
- collisionLayer
long collisionLayer [@property getter]
long collisionLayer [@property setter]
The physics layers this area 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.
- collisionMask
long collisionMask [@property getter]
long collisionMask [@property setter]
The physics layers this area scans for collisions.
- dampingCoefficient
double dampingCoefficient [@property getter]
double dampingCoefficient [@property setter]
- dragCoefficient
double dragCoefficient [@property getter]
double dragCoefficient [@property setter]
- linearStiffness
double linearStiffness [@property getter]
double linearStiffness [@property setter]
- parentCollisionIgnore
NodePath parentCollisionIgnore [@property getter]
NodePath parentCollisionIgnore [@property setter]
- poseMatchingCoefficient
double poseMatchingCoefficient [@property getter]
double poseMatchingCoefficient [@property setter]
- pressureCoefficient
double pressureCoefficient [@property getter]
double pressureCoefficient [@property setter]
- simulationPrecision
long simulationPrecision [@property getter]
long simulationPrecision [@property setter]
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
- totalMass
double totalMass [@property getter]
double totalMass [@property setter]
- volumeStiffness
double volumeStiffness [@property getter]
double volumeStiffness [@property setter]
A soft mesh physics body.
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.