<?xml version="1.0" encoding="UTF-8" ?>
<class name="SoftBody" inherits="MeshInstance" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<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.
		[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
	</description>
	<tutorials>
		<link>$DOCS_URL/tutorials/physics/soft_body.html</link>
	</tutorials>
	<methods>
		<method name="add_collision_exception_with">
			<return type="void" />
			<argument index="0" name="body" type="Node" />
			<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" />
			<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" />
			<argument index="0" name="bit" type="int" />
			<description>
				Returns an individual bit on the collision mask.
			</description>
		</method>
		<method name="get_collision_mask_bit" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="bit" type="int" />
			<description>
				Returns an individual bit on the collision mask.
			</description>
		</method>
		<method name="get_point_transform">
			<return type="Vector3" />
			<argument index="0" name="point_index" type="int" />
			<description>
				Returns local translation of a vertex in the surface array.
			</description>
		</method>
		<method name="is_point_pinned" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="point_index" type="int" />
			<description>
				Returns [code]true[/code] if vertex is set to pinned.
			</description>
		</method>
		<method name="remove_collision_exception_with">
			<return type="void" />
			<argument index="0" name="body" type="Node" />
			<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" />
			<argument index="0" name="bit" type="int" />
			<argument index="1" name="value" type="bool" />
			<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" />
			<argument index="0" name="bit" type="int" />
			<argument index="1" name="value" type="bool" />
			<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_point_pinned">
			<return type="void" />
			<argument index="0" name="point_index" type="int" />
			<argument index="1" name="pinned" type="bool" />
			<argument index="2" name="attachment_path" type="NodePath" default="NodePath(&quot;&quot;)" />
			<description>
				Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [code]attachment_path[/code] can define a [Spatial] the pinned vertex will be attached to.
			</description>
		</method>
	</methods>
	<members>
		<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
		</member>
		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
			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 [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
		</member>
		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
			The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
		</member>
		<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
		</member>
		<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
		</member>
		<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
		</member>
		<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
			[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
		</member>
		<member name="physics_enabled" type="bool" setter="set_physics_enabled" getter="is_physics_enabled" default="true">
			If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to [code]false[/code] to pause the physics simulation.
		</member>
		<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
		</member>
		<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
		</member>
		<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
			If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
		</member>
		<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
			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" default="1.0">
			The SoftBody's mass.
		</member>
		<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
		</member>
	</members>
	<constants>
	</constants>
</class>
