godot/doc/classes/SoftBody.xml
Guilherme Recchi Cardozo 3fb2069d39 Add method get_collision_exceptions
Adding this method to PhysicsBody, PhysicsBody2D and
SoftBody. It returns a list of nodes included in
collision exceptions.

Fixes #23235, cheers!
2018-11-01 06:41:34 -03:00

128 lines
4.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SoftBody" inherits="MeshInstance" category="Core" version="3.1">
<brief_description>
A soft mesh physics body.
</brief_description>
<description>
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_collision_exception_with">
<return type="void">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_collision_exceptions">
<return type="Array">
</return>
<description>
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
</description>
</method>
<method name="is_ray_pickable" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="remove_collision_exception_with">
<return type="void">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
</description>
</method>
<method name="set_ray_pickable">
<return type="void">
</return>
<argument index="0" name="ray_pickable" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness">
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area scans for collisions.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient">
</member>
<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient">
</member>
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness">
</member>
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore">
</member>
<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient">
</member>
<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient">
</member>
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision">
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
</member>
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass">
</member>
<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness">
</member>
</members>
<constants>
</constants>
</class>