SoftBody Properties |
The SoftBody type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AreaAngularStiffness | ||
CastShadow | The selected shadow casting flag. See GeometryInstanceShadowCastingSetting for possible values. | |
CollisionLayer | 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 Collision layers and masks in the documentation for more information. | |
CollisionMask | The physics layers this SoftBody scans for collisions. See Collision layers and masks in the documentation for more information. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DampingCoefficient | ||
DragCoefficient | ||
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
ExtraCullMargin | The extra distance added to the GeometryInstance's bounding box (AABB) to increase its cull box. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
GenerateLightmap | When disabled, the mesh will be taken into account when computing indirect lighting, but the resulting lightmap will not be saved. Useful for emissive only materials or shadow casters. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
Layers | The render layer(s) this VisualInstance is drawn on. This object will only be visible for Cameras whose cull mask includes the render object this VisualInstance is set to. | |
LightmapScale | Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances. | |
LinearStiffness | ||
LodMaxDistance | The GeometryInstance's max LOD distance. Note: This property currently has no effect. | |
LodMaxHysteresis | The GeometryInstance's max LOD margin. Note: This property currently has no effect. | |
LodMinDistance | The GeometryInstance's min LOD distance. Note: This property currently has no effect. | |
LodMinHysteresis | The GeometryInstance's min LOD margin. Note: This property currently has no effect. | |
MaterialOverride | The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. | |
Mesh | The Mesh resource for the instance. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
ParentCollisionIgnore | NodePath to a CollisionObject this SoftBody should avoid clipping. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
PoseMatchingCoefficient | ||
PressureCoefficient | ||
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
RayPickable | ||
Rotation | Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
SimulationPrecision | Increasing this value will improve the resulting simulation, but can affect performance. Use with care. | |
Skeleton | (Inherited from MeshInstance.) | |
Skin | Sets the skin to be used by this instance. | |
SoftwareSkinningTransformNormals | If true, normals are transformed when software skinning is used. Set to false when normals are not needed for better performance. See for details about how software skinning is enabled. | |
TotalMass | The SoftBody's mass. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
UseInBakedLight | If true, this GeometryInstance will be used when baking lights using a GIProbe or BakedLightmap. | |
Visible | If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). | |
VolumeStiffness |