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godot-docs-l10n/classes/es/class_gpuparticlescollision3d.rst
2025-12-19 14:34:07 +01:00

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.. _class_GPUParticlesCollision3D:
GPUParticlesCollision3D
=======================
**Hereda:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Heredado por:** :ref:`GPUParticlesCollisionBox3D<class_GPUParticlesCollisionBox3D>`, :ref:`GPUParticlesCollisionHeightField3D<class_GPUParticlesCollisionHeightField3D>`, :ref:`GPUParticlesCollisionSDF3D<class_GPUParticlesCollisionSDF3D>`, :ref:`GPUParticlesCollisionSphere3D<class_GPUParticlesCollisionSphere3D>`
Clase base abstracta para las formas de colisión de partículas 3D que afectan a los nodos :ref:`GPUParticles3D<class_GPUParticles3D>`.
.. rst-class:: classref-introduction-group
Descripción
----------------------
Particle collision shapes can be used to make particles stop or bounce against them.
Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is *not* supported.
Particle collision shapes can be temporarily disabled by hiding them.
\ **Note:** :ref:`ParticleProcessMaterial.collision_mode<class_ParticleProcessMaterial_property_collision_mode>` must be :ref:`ParticleProcessMaterial.COLLISION_RIGID<class_ParticleProcessMaterial_constant_COLLISION_RIGID>` or :ref:`ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT<class_ParticleProcessMaterial_constant_COLLISION_HIDE_ON_CONTACT>` on the :ref:`GPUParticles3D<class_GPUParticles3D>`'s process material for collision to work.
\ **Note:** Particle collision only affects :ref:`GPUParticles3D<class_GPUParticles3D>`, not :ref:`CPUParticles3D<class_CPUParticles3D>`.
\ **Note:** Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting :ref:`GPUParticles3D.fixed_fps<class_GPUParticles3D_property_fixed_fps>` to ``0`` or a value that matches or exceeds the target framerate.
.. rst-class:: classref-reftable-group
Propiedades
----------------------
.. table::
:widths: auto
+-----------------------+--------------------------------------------------------------------+----------------+
| :ref:`int<class_int>` | :ref:`cull_mask<class_GPUParticlesCollision3D_property_cull_mask>` | ``4294967295`` |
+-----------------------+--------------------------------------------------------------------+----------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Propiedades
--------------------------------------------------------
.. _class_GPUParticlesCollision3D_property_cull_mask:
.. rst-class:: classref-property
:ref:`int<class_int>` **cull_mask** = ``4294967295`` :ref:`🔗<class_GPUParticlesCollision3D_property_cull_mask>`
.. rst-class:: classref-property-setget
- |void| **set_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_cull_mask**\ (\ )
The particle rendering layers (:ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>`) that will be affected by the collision shape. By default, all particles that have :ref:`ParticleProcessMaterial.collision_mode<class_ParticleProcessMaterial_property_collision_mode>` set to :ref:`ParticleProcessMaterial.COLLISION_RIGID<class_ParticleProcessMaterial_constant_COLLISION_RIGID>` or :ref:`ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT<class_ParticleProcessMaterial_constant_COLLISION_HIDE_ON_CONTACT>` will be affected by a collision shape.
After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by colliders. For example, this can be used if you're using a collider as part of a spell effect but don't want the collider to affect unrelated weather particles at the same position.
Particle collision can also be disabled on a per-process material basis by setting :ref:`ParticleProcessMaterial.collision_mode<class_ParticleProcessMaterial_property_collision_mode>` on the :ref:`GPUParticles3D<class_GPUParticles3D>` node.
.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
.. |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.)`
.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
.. |void| replace:: :abbr:`void (Sin valor de retorno.)`