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SoftBody3D

Inherits: MeshInstance3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

A deformable 3D physics mesh.

Description

A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.

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).

Tutorials

Properties

int

collision_layer

1

int

collision_mask

1

float

damping_coefficient

0.01

DisableMode

disable_mode

0

float

drag_coefficient

0.0

float

linear_stiffness

0.5

NodePath

parent_collision_ignore

NodePath(“”)

float

pressure_coefficient

0.0

bool

ray_pickable

true

int

simulation_precision

5

float

total_mass

1.0

Methods

void

add_collision_exception_with ( Node body )

PhysicsBody3D[]

get_collision_exceptions ( )

bool

get_collision_layer_value ( int layer_number ) const

bool

get_collision_mask_value ( int layer_number ) const

RID

get_physics_rid ( ) const

Vector3

get_point_transform ( int point_index )

bool

is_point_pinned ( int point_index ) const

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

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.

DisableMode DISABLE_MODE_KEEP_ACTIVE = 1

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


Property Descriptions

int collision_layer = 1

  • void set_collision_layer ( int value )

  • int get_collision_layer ( )

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.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

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.


float damping_coefficient = 0.01

  • void set_damping_coefficient ( float value )

  • float get_damping_coefficient ( )

There is currently no description for this property. Please help us by contributing one!


DisableMode disable_mode = 0

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.


float drag_coefficient = 0.0

  • void set_drag_coefficient ( float value )

  • float get_drag_coefficient ( )

There is currently no description for this property. Please help us by contributing one!


float linear_stiffness = 0.5

  • void set_linear_stiffness ( float value )

  • float get_linear_stiffness ( )

There is currently no description for this property. Please help us by contributing one!


NodePath parent_collision_ignore = NodePath("")

  • void set_parent_collision_ignore ( NodePath value )

  • NodePath get_parent_collision_ignore ( )

NodePath to a CollisionObject3D this SoftBody3D should avoid clipping.


float pressure_coefficient = 0.0

  • void set_pressure_coefficient ( float value )

  • float get_pressure_coefficient ( )

There is currently no description for this property. Please help us by contributing one!


bool ray_pickable = true

  • void set_ray_pickable ( bool value )

  • bool is_ray_pickable ( )

If true, the SoftBody3D will respond to RayCast3Ds.


int simulation_precision = 5

  • void set_simulation_precision ( int value )

  • int get_simulation_precision ( )

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


float total_mass = 1.0

  • void set_total_mass ( float value )

  • float get_total_mass ( )

The SoftBody3D’s mass.


Method Descriptions

void add_collision_exception_with ( Node body )

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


PhysicsBody3D[] get_collision_exceptions ( )

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


bool get_collision_layer_value ( int layer_number ) const

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


bool get_collision_mask_value ( int layer_number ) const

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


RID get_physics_rid ( ) const

There is currently no description for this method. Please help us by contributing one!


Vector3 get_point_transform ( int point_index )

Returns local translation of a vertex in the surface array.


bool is_point_pinned ( int point_index ) const

Returns true if vertex is set to pinned.


void remove_collision_exception_with ( Node body )

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


void set_collision_layer_value ( int layer_number, bool value )

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


void set_collision_mask_value ( int layer_number, bool value )

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


void set_point_pinned ( int point_index, bool pinned, NodePath attachment_path=NodePath(“”) )

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.