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552 lines
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ReStructuredText
552 lines
32 KiB
ReStructuredText
:github_url: hide
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.. _class_SoftBody3D:
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SoftBody3D
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==========
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**Hereda:** :ref:`MeshInstance3D<class_MeshInstance3D>` **<** :ref:`GeometryInstance3D<class_GeometryInstance3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Una malla física 3D deformable.
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.. rst-class:: classref-introduction-group
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Descripción
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----------------------
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A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
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Additionally, **SoftBody3D** is subject to wind forces defined in :ref:`Area3D<class_Area3D>` (see :ref:`Area3D.wind_source_path<class_Area3D_property_wind_source_path>`, :ref:`Area3D.wind_force_magnitude<class_Area3D_property_wind_force_magnitude>`, and :ref:`Area3D.wind_attenuation_factor<class_Area3D_property_wind_attenuation_factor>`).
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\ **Note:** It's recommended to use Jolt Physics when using **SoftBody3D** instead of the default GodotPhysics3D, as Jolt Physics' soft body implementation is faster and more reliable. You can switch the physics engine using the :ref:`ProjectSettings.physics/3d/physics_engine<class_ProjectSettings_property_physics/3d/physics_engine>` project setting.
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.. rst-class:: classref-introduction-group
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Tutoriales
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--------------------
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- :doc:`SoftBody <../tutorials/physics/soft_body>`
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.. rst-class:: classref-reftable-group
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Propiedades
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----------------------
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.. table::
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:widths: auto
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`collision_layer<class_SoftBody3D_property_collision_layer>` | ``1`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_SoftBody3D_property_collision_mask>` | ``1`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`damping_coefficient<class_SoftBody3D_property_damping_coefficient>` | ``0.01`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`DisableMode<enum_SoftBody3D_DisableMode>` | :ref:`disable_mode<class_SoftBody3D_property_disable_mode>` | ``0`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`drag_coefficient<class_SoftBody3D_property_drag_coefficient>` | ``0.0`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`linear_stiffness<class_SoftBody3D_property_linear_stiffness>` | ``0.5`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`parent_collision_ignore<class_SoftBody3D_property_parent_collision_ignore>` | ``NodePath("")`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`pressure_coefficient<class_SoftBody3D_property_pressure_coefficient>` | ``0.0`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`ray_pickable<class_SoftBody3D_property_ray_pickable>` | ``true`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`shrinking_factor<class_SoftBody3D_property_shrinking_factor>` | ``0.0`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`int<class_int>` | :ref:`simulation_precision<class_SoftBody3D_property_simulation_precision>` | ``5`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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| :ref:`float<class_float>` | :ref:`total_mass<class_SoftBody3D_property_total_mass>` | ``1.0`` |
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+-------------------------------------------------+-----------------------------------------------------------------------------------+------------------+
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.. rst-class:: classref-reftable-group
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Métodos
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--------------
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.. table::
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:widths: auto
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`add_collision_exception_with<class_SoftBody3D_method_add_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_central_force<class_SoftBody3D_method_apply_central_force>`\ (\ force\: :ref:`Vector3<class_Vector3>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_central_impulse<class_SoftBody3D_method_apply_central_impulse>`\ (\ impulse\: :ref:`Vector3<class_Vector3>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_force<class_SoftBody3D_method_apply_force>`\ (\ point_index\: :ref:`int<class_int>`, force\: :ref:`Vector3<class_Vector3>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_impulse<class_SoftBody3D_method_apply_impulse>`\ (\ point_index\: :ref:`int<class_int>`, impulse\: :ref:`Vector3<class_Vector3>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_Array>`\[:ref:`PhysicsBody3D<class_PhysicsBody3D>`\] | :ref:`get_collision_exceptions<class_SoftBody3D_method_get_collision_exceptions>`\ (\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_value<class_SoftBody3D_method_get_collision_layer_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_value<class_SoftBody3D_method_get_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`RID<class_RID>` | :ref:`get_physics_rid<class_SoftBody3D_method_get_physics_rid>`\ (\ ) |const| |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_point_transform<class_SoftBody3D_method_get_point_transform>`\ (\ point_index\: :ref:`int<class_int>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_point_pinned<class_SoftBody3D_method_is_point_pinned>`\ (\ point_index\: :ref:`int<class_int>`\ ) |const| |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`remove_collision_exception_with<class_SoftBody3D_method_remove_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_collision_layer_value<class_SoftBody3D_method_set_collision_layer_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_collision_mask_value<class_SoftBody3D_method_set_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_point_pinned<class_SoftBody3D_method_set_point_pinned>`\ (\ point_index\: :ref:`int<class_int>`, pinned\: :ref:`bool<class_bool>`, attachment_path\: :ref:`NodePath<class_NodePath>` = NodePath(""), insert_at\: :ref:`int<class_int>` = -1\ ) |
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+------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Enumeraciones
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--------------------------
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.. _enum_SoftBody3D_DisableMode:
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.. rst-class:: classref-enumeration
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enum **DisableMode**: :ref:`🔗<enum_SoftBody3D_DisableMode>`
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.. _class_SoftBody3D_constant_DISABLE_MODE_REMOVE:
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.. rst-class:: classref-enumeration-constant
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:ref:`DisableMode<enum_SoftBody3D_DisableMode>` **DISABLE_MODE_REMOVE** = ``0``
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Cuando :ref:`Node.process_mode<class_Node_property_process_mode>` está establecido en :ref:`Node.PROCESS_MODE_DISABLED<class_Node_constant_PROCESS_MODE_DISABLED>`, se elimina de la simulación física para detener todas las interacciones físicas con este **SoftBody3D**.
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Se vuelve a añadir automáticamente a la simulación física cuando el :ref:`Node<class_Node>` se procesa de nuevo.
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.. _class_SoftBody3D_constant_DISABLE_MODE_KEEP_ACTIVE:
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.. rst-class:: classref-enumeration-constant
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:ref:`DisableMode<enum_SoftBody3D_DisableMode>` **DISABLE_MODE_KEEP_ACTIVE** = ``1``
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Cuando :ref:`Node.process_mode<class_Node_property_process_mode>` se establece en :ref:`Node.PROCESS_MODE_DISABLED<class_Node_constant_PROCESS_MODE_DISABLED>`, no afecta a la simulación de físicas.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_SoftBody3D_property_collision_layer:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **collision_layer** = ``1`` :ref:`🔗<class_SoftBody3D_property_collision_layer>`
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.. rst-class:: classref-property-setget
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- |void| **set_collision_layer**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_collision_layer**\ (\ )
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The physics layers this SoftBody3D **is in**. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_SoftBody3D_property_collision_mask>`.
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\ **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 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_collision_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **collision_mask** = ``1`` :ref:`🔗<class_SoftBody3D_property_collision_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_collision_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_collision_mask**\ (\ )
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The physics layers this SoftBody3D **scans**. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_SoftBody3D_property_collision_layer>`.
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\ **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 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_damping_coefficient:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **damping_coefficient** = ``0.01`` :ref:`🔗<class_SoftBody3D_property_damping_coefficient>`
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.. rst-class:: classref-property-setget
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- |void| **set_damping_coefficient**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_damping_coefficient**\ (\ )
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El coeficiente de amortiguación del cuerpo. Los valores más altos ralentizarán el cuerpo de forma más notoria cuando se apliquen fuerzas.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_disable_mode:
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.. rst-class:: classref-property
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:ref:`DisableMode<enum_SoftBody3D_DisableMode>` **disable_mode** = ``0`` :ref:`🔗<class_SoftBody3D_property_disable_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_disable_mode**\ (\ value\: :ref:`DisableMode<enum_SoftBody3D_DisableMode>`\ )
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- :ref:`DisableMode<enum_SoftBody3D_DisableMode>` **get_disable_mode**\ (\ )
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Define el comportamiento en la física cuando :ref:`Node.process_mode<class_Node_property_process_mode>` se establece a :ref:`Node.PROCESS_MODE_DISABLED<class_Node_constant_PROCESS_MODE_DISABLED>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_drag_coefficient:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **drag_coefficient** = ``0.0`` :ref:`🔗<class_SoftBody3D_property_drag_coefficient>`
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.. rst-class:: classref-property-setget
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- |void| **set_drag_coefficient**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_drag_coefficient**\ (\ )
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El coeficiente de arrastre del cuerpo. Los valores más altos aumentan la resistencia al aire de este cuerpo.
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\ **Nota:** Este valor no es utilizado actualmente por la implementación física predeterminada de Godot.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_linear_stiffness:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **linear_stiffness** = ``0.5`` :ref:`🔗<class_SoftBody3D_property_linear_stiffness>`
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.. rst-class:: classref-property-setget
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- |void| **set_linear_stiffness**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_linear_stiffness**\ (\ )
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Los valores más altos resultarán en un cuerpo más rígido, mientras que los valores más bajos aumentarán la capacidad del cuerpo para doblarse. El valor puede estar entre ``0.0`` y ``1.0`` (inclusivo).
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_parent_collision_ignore:
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.. rst-class:: classref-property
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:ref:`NodePath<class_NodePath>` **parent_collision_ignore** = ``NodePath("")`` :ref:`🔗<class_SoftBody3D_property_parent_collision_ignore>`
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.. rst-class:: classref-property-setget
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- |void| **set_parent_collision_ignore**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
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- :ref:`NodePath<class_NodePath>` **get_parent_collision_ignore**\ (\ )
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:ref:`NodePath<class_NodePath>` a un :ref:`CollisionObject3D<class_CollisionObject3D>` que este SoftBody3D debería evitar atravesar.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_pressure_coefficient:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **pressure_coefficient** = ``0.0`` :ref:`🔗<class_SoftBody3D_property_pressure_coefficient>`
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.. rst-class:: classref-property-setget
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- |void| **set_pressure_coefficient**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_pressure_coefficient**\ (\ )
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El coeficiente de presión de este cuerpo blando. Simula la acumulación de presión desde el interior de este cuerpo. Los valores más altos aumentan la fuerza de este efecto.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_ray_pickable:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **ray_pickable** = ``true`` :ref:`🔗<class_SoftBody3D_property_ray_pickable>`
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.. rst-class:: classref-property-setget
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- |void| **set_ray_pickable**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_ray_pickable**\ (\ )
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Si es ``true``, el **SoftBody3D** responderá a los :ref:`RayCast3D<class_RayCast3D>`\ s.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_shrinking_factor:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **shrinking_factor** = ``0.0`` :ref:`🔗<class_SoftBody3D_property_shrinking_factor>`
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.. rst-class:: classref-property-setget
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- |void| **set_shrinking_factor**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_shrinking_factor**\ (\ )
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Escala las longitudes de reposo de las restricciones de borde del **SoftBody3D**. Los valores positivos encogen la malla, mientras que los valores negativos la expanden. Por ejemplo, un valor de ``0.1`` acorta los bordes de la malla en un 10%, mientras que ``-0.1`` expande los bordes en un 10%.
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\ **Nota:** :ref:`shrinking_factor<class_SoftBody3D_property_shrinking_factor>` se usa mejor en mallas de superficie con puntos fijados.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_simulation_precision:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **simulation_precision** = ``5`` :ref:`🔗<class_SoftBody3D_property_simulation_precision>`
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.. rst-class:: classref-property-setget
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- |void| **set_simulation_precision**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_simulation_precision**\ (\ )
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Aumentar este valor mejorará la simulación resultante, pero puede afectar al rendimiento. Usar con cuidado.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_property_total_mass:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **total_mass** = ``1.0`` :ref:`🔗<class_SoftBody3D_property_total_mass>`
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.. rst-class:: classref-property-setget
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- |void| **set_total_mass**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_total_mass**\ (\ )
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La masa del SoftBody3D.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Métodos
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------------------------------------------------
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.. _class_SoftBody3D_method_add_collision_exception_with:
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.. rst-class:: classref-method
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|void| **add_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_SoftBody3D_method_add_collision_exception_with>`
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Añade un cuerpo a la lista de cuerpos con los que este cuerpo no puede colisionar.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_apply_central_force:
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.. rst-class:: classref-method
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|void| **apply_central_force**\ (\ force\: :ref:`Vector3<class_Vector3>`\ ) :ref:`🔗<class_SoftBody3D_method_apply_central_force>`
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Distribuye y aplica una fuerza a todos los puntos. Una fuerza depende del tiempo y está pensada para aplicarse en cada actualización de la física.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_apply_central_impulse:
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.. rst-class:: classref-method
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|void| **apply_central_impulse**\ (\ impulse\: :ref:`Vector3<class_Vector3>`\ ) :ref:`🔗<class_SoftBody3D_method_apply_central_impulse>`
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Distribuye y aplica un impulso a todos los puntos.
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¡Un impulso es independiente del tiempo! Aplicar un impulso cada frame resultaría en una fuerza dependiente del framerate. Por esta razón, solo debe usarse al simular impactos únicos (usa las funciones "_force" en caso contrario).
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_apply_force:
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.. rst-class:: classref-method
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|void| **apply_force**\ (\ point_index\: :ref:`int<class_int>`, force\: :ref:`Vector3<class_Vector3>`\ ) :ref:`🔗<class_SoftBody3D_method_apply_force>`
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Aplica una fuerza a un punto. Una fuerza depende del tiempo y está pensada para aplicarse en cada actualización de la física.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_apply_impulse:
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.. rst-class:: classref-method
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|void| **apply_impulse**\ (\ point_index\: :ref:`int<class_int>`, impulse\: :ref:`Vector3<class_Vector3>`\ ) :ref:`🔗<class_SoftBody3D_method_apply_impulse>`
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Applies an impulse to a point.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_get_collision_exceptions:
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.. rst-class:: classref-method
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:ref:`Array<class_Array>`\[:ref:`PhysicsBody3D<class_PhysicsBody3D>`\] **get_collision_exceptions**\ (\ ) :ref:`🔗<class_SoftBody3D_method_get_collision_exceptions>`
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Devuelve un conjunto de nodos que se añadieron como excepciones de colisión para este cuerpo.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_get_collision_layer_value:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **get_collision_layer_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_SoftBody3D_method_get_collision_layer_value>`
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Devuelve si la capa especificada de :ref:`collision_layer<class_SoftBody3D_property_collision_layer>` está habilitada o no, dado un ``layer_number`` entre 1 y 32.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_get_collision_mask_value:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **get_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_SoftBody3D_method_get_collision_mask_value>`
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Devuelve si la capa especificada de :ref:`collision_mask<class_SoftBody3D_property_collision_mask>` está habilitada o no, dado un ``layer_number`` entre 1 y 32.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_get_physics_rid:
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.. rst-class:: classref-method
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:ref:`RID<class_RID>` **get_physics_rid**\ (\ ) |const| :ref:`🔗<class_SoftBody3D_method_get_physics_rid>`
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Devuelve el :ref:`RID<class_RID>` interno utilizado por el :ref:`PhysicsServer3D<class_PhysicsServer3D>` para este cuerpo.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_get_point_transform:
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.. rst-class:: classref-method
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:ref:`Vector3<class_Vector3>` **get_point_transform**\ (\ point_index\: :ref:`int<class_int>`\ ) :ref:`🔗<class_SoftBody3D_method_get_point_transform>`
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Devuelve la traslación local de un vértice en el array de superficie.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_is_point_pinned:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **is_point_pinned**\ (\ point_index\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_SoftBody3D_method_is_point_pinned>`
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Devuelve ``true`` si el vértice está fijado.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_remove_collision_exception_with:
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.. rst-class:: classref-method
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|void| **remove_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_SoftBody3D_method_remove_collision_exception_with>`
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Quita un cuerpo de la lista de cuerpos con los que este cuerpo no puede colisionar.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_set_collision_layer_value:
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.. rst-class:: classref-method
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|void| **set_collision_layer_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_SoftBody3D_method_set_collision_layer_value>`
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Basado en ``value``, habilita o deshabilita la capa especificada en :ref:`collision_layer<class_SoftBody3D_property_collision_layer>`, dado un ``layer_number`` entre 1 y 32.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_set_collision_mask_value:
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.. rst-class:: classref-method
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|void| **set_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_SoftBody3D_method_set_collision_mask_value>`
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Basado en ``value``, habilita o deshabilita la capa especificada en :ref:`collision_mask<class_SoftBody3D_property_collision_mask>`, dado un ``layer_number`` entre 1 y 32.
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.. rst-class:: classref-item-separator
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----
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.. _class_SoftBody3D_method_set_point_pinned:
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.. rst-class:: classref-method
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|void| **set_point_pinned**\ (\ point_index\: :ref:`int<class_int>`, pinned\: :ref:`bool<class_bool>`, attachment_path\: :ref:`NodePath<class_NodePath>` = NodePath(""), insert_at\: :ref:`int<class_int>` = -1\ ) :ref:`🔗<class_SoftBody3D_method_set_point_pinned>`
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Establece el estado fijado de un vértice de la superficie. Cuando se establece en ``true``, el ``attachment_path`` opcional puede definir un :ref:`Node3D<class_Node3D>` al que se adjuntará el vértice fijado.
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.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
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.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
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.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
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.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
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.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
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.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
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.. |void| replace:: :abbr:`void (Sin valor de retorno.)`
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