Physics.SoftBody¶
Name | - | Description | Default | Type |
---|---|---|---|---|
<input> |
Any |
|||
<output> |
Physics.Body |
|||
Location |
The initial location, updated by physics simulation | none |
Var(Float3) |
|
Rotation |
The initial location, updated by physics simulation | none |
Var(Float4) |
|
Static |
Static node, persist when not activated | false |
Bool |
|
Enabled |
Can be used to toggle this node when it has static persistence | true |
Bool Var(Bool) |
|
Shape |
The shape of the body | none |
Var(Physics.SoftBodyShape) |
|
Friction |
0.2 |
Float Var(Float) |
||
Restitution |
Restitution coefficient | 0 |
Float Var(Float) |
|
LinearDamping |
Linear damping coefficient | 0.05 |
Float Var(Float) |
|
MaxLinearVelocity |
Max linear velocity | 500 |
Float Var(Float) |
|
GravityFactor |
Gravity factor | 1 |
Float Var(Float) |
|
Pressure |
Pressure | 0 |
Float Var(Float) |
|
CollisionGroup |
Collision filtering type (the first component contains group membership mask, the second part contains a filter mask)If any bits match the filter of the other, the two objects will collide | @i2(-1 -1) |
Int2 Var(Int2) |
|
Tag |
Tag for the body used in collision events | none |
Any |
|
Context |
The physics context | Var: Physics.Context |
Var(Physics.Context) |
Defines a new node