A deformable 3D physics mesh. A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. Additionally, [SoftBody3D] is subject to wind forces defined in [Area3D] (see [member Area3D.wind_source_path], [member Area3D.wind_force_magnitude], and [member Area3D.wind_attenuation_factor]). [b]Note:[/b] 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 [member ProjectSettings.physics/3d/physics_engine] project setting. $DOCS_URL/tutorials/physics/soft_body.html Adds a body to the list of bodies that this body can't collide with. Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update. Distributes and applies an impulse to all points. 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). Applies a force to a point. A force is time dependent and meant to be applied every physics update. Applies an impulse to a point. 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). Returns an array of nodes that were added as collision exceptions for this body. Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [param layer_number] between 1 and 32. Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32. Returns the internal [RID] used by the [PhysicsServer3D] for this body. Returns local translation of a vertex in the surface array. Returns [code]true[/code] if vertex is set to pinned. Removes a body from the list of bodies that this body can't collide with. Based on [param value], enables or disables the specified layer in the [member collision_layer], given a [param layer_number] between 1 and 32. Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32. Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [param attachment_path] can define a [Node3D] the pinned vertex will be attached to. The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. The body's drag coefficient. Higher values increase this body's air resistance. [b]Note:[/b] This value is currently unused by Godot's default physics implementation. Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive). [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect. If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. Scales the rest lengths of [SoftBody3D]'s edge constraints. Positive values shrink the mesh, while negative values expand it. For example, a value of [code]0.1[/code] shortens the edges of the mesh by 10%, while [code]-0.1[/code] expands the edges by 10%. [b]Note:[/b] [member shrinking_factor] is best used on surface meshes with pinned points. Increasing this value will improve the resulting simulation, but can affect performance. Use with care. The SoftBody3D's mass. When [member Node.process_mode] is set to [constant 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. When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.