Physics.SoftBody¶
Name | Mandatory | Description | Default | Type |
---|---|---|---|---|
⬅️ Input |
The input of the shard, if any | Any |
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Output ➡️ |
The resulting output of the shard | Physics.Body |
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Location |
No | The initial location, updated by physics simulation | none |
Var(Float3) |
Rotation |
No | The initial location, updated by physics simulation | none |
Var(Float4) |
Static |
No | Static node, persist when not activated | false |
Bool |
Enabled |
No | Can be used to toggle this node when it has static persistence | true |
Bool Var(Bool) |
Shape |
No | The shape of the body | none |
Var(Physics.SoftBodyShape) |
Friction |
No | 0.2 |
Float Var(Float) |
|
Restitution |
No | Restitution coefficient | 0 |
Float Var(Float) |
LinearDamping |
No | Linear damping coefficient | 0.05 |
Float Var(Float) |
MaxLinearVelocity |
No | Max linear velocity | 500 |
Float Var(Float) |
GravityFactor |
No | Gravity factor | 1 |
Float Var(Float) |
Pressure |
No | Pressure | 0 |
Float Var(Float) |
CollisionGroup |
No | 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 |
No | Tag for the body used in collision events | none |
Any |
Context |
No | The physics context | Var: Physics.Context |
Var(Physics.Context) |
Defines a new node