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] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).
Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<methodname="apply_central_impulse">
<returntype="void"/>
<paramindex="0"name="impulse"type="Vector3"/>
<description>
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).
</description>
</method>
<methodname="apply_force">
<returntype="void"/>
<paramindex="0"name="point_index"type="int"/>
<paramindex="1"name="force"type="Vector3"/>
<description>
Applies a force to a point. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<methodname="apply_impulse">
<returntype="void"/>
<paramindex="0"name="point_index"type="int"/>
<paramindex="1"name="impulse"type="Vector3"/>
<description>
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).
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.
[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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
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).
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.
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].