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78 lines
4.7 KiB
ReStructuredText
78 lines
4.7 KiB
ReStructuredText
:github_url: hide
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.. _class_GPUParticlesCollision3D:
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GPUParticlesCollision3D
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=======================
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**繼承:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**被繼承:** :ref:`GPUParticlesCollisionBox3D<class_GPUParticlesCollisionBox3D>`, :ref:`GPUParticlesCollisionHeightField3D<class_GPUParticlesCollisionHeightField3D>`, :ref:`GPUParticlesCollisionSDF3D<class_GPUParticlesCollisionSDF3D>`, :ref:`GPUParticlesCollisionSphere3D<class_GPUParticlesCollisionSphere3D>`
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影響 :ref:`GPUParticles3D<class_GPUParticles3D>` 節點的 3D 粒子碰撞形狀的抽象類別。
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.. rst-class:: classref-introduction-group
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說明
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----
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粒子碰撞形狀可用於使粒子停止或對其反彈。
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粒子碰撞形狀是即時的,在遊戲過程中可以移動、旋轉和縮放。與吸引器不同,碰撞形狀的非均勻縮放\ *不*\ 受支援。
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粒子碰撞形狀可以通過隱藏而暫時禁用。
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\ **注意:**\ 在 :ref:`GPUParticles3D<class_GPUParticles3D>` 的處理材質上,\ :ref:`ParticleProcessMaterial.collision_mode<class_ParticleProcessMaterial_property_collision_mode>` 必須是 :ref:`ParticleProcessMaterial.COLLISION_RIGID<class_ParticleProcessMaterial_constant_COLLISION_RIGID>` 或 :ref:`ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT<class_ParticleProcessMaterial_constant_COLLISION_HIDE_ON_CONTACT>`\ ,才能使碰撞生效。
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\ **注意:**\ 粒子碰撞只影響 :ref:`GPUParticles3D<class_GPUParticles3D>`\ ,不影響 :ref:`CPUParticles3D<class_CPUParticles3D>`\ 。
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\ **注意:**\ 由正在移動的碰撞器推動的粒子不會被插值,這可能會導致可見的卡頓。這可以通過將 :ref:`GPUParticles3D.fixed_fps<class_GPUParticles3D_property_fixed_fps>` 設定為 ``0`` 或一個符合或超過目標畫面播放速率的值來緩解。
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.. rst-class:: classref-reftable-group
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屬性
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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:`cull_mask<class_GPUParticlesCollision3D_property_cull_mask>` | ``4294967295`` |
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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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屬性說明
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--------
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.. _class_GPUParticlesCollision3D_property_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **cull_mask** = ``4294967295`` :ref:`🔗<class_GPUParticlesCollision3D_property_cull_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_cull_mask**\ (\ )
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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.
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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.
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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.
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要使用者覆寫才能生效。)`
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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 (本方法沒有副作用。不會修改該實例的任何成員變數。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了這裡描述的參數外,還可以接受任意數量的參數。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用於建構一個型別。)`
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.. |static| replace:: :abbr:`static (本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。)`
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.. |operator| replace:: :abbr:`operator (本方法描述將本型別作為左運算元時可用的有效運算子。)`
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.. |bitfield| replace:: :abbr:`BitField (此值是由下列旗標組成的位元遮罩整數。)`
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.. |void| replace:: :abbr:`void (無回傳值。)`
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