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262 lines
13 KiB
ReStructuredText
262 lines
13 KiB
ReStructuredText
:github_url: hide
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.. _class_GPUParticlesCollisionSDF3D:
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GPUParticlesCollisionSDF3D
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==========================
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**繼承:** :ref:`GPUParticlesCollision3D<class_GPUParticlesCollision3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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烘焙的有符號距離場 3D 粒子吸引器,影響 :ref:`GPUParticles3D<class_GPUParticles3D>` 節點。
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.. rst-class:: classref-introduction-group
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說明
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----
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烘焙的有符號距離場 3D 粒子吸引器,影響 :ref:`GPUParticles3D<class_GPUParticles3D>` 節點。
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有符號的距離場(SDF)允許有效地表示任何形狀的凸面和凹面物件的近似碰撞形狀。它比 :ref:`GPUParticlesCollisionHeightField3D<class_GPUParticlesCollisionHeightField3D>` 更靈活,但需要一個烘焙步驟。
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\ **烘焙:**\ 可以通過在編輯器中選擇 **GPUParticlesCollisionSDF3D** 節點,然後點擊 3D 視口頂部的\ **烘焙 SDF**\ ,來烘焙有符號的距離場紋理。\ :ref:`size<class_GPUParticlesCollisionSDF3D_property_size>` 內的任何\ *可見* :ref:`MeshInstance3D<class_MeshInstance3D>`\ ,無論它們的 :ref:`GeometryInstance3D.gi_mode<class_GeometryInstance3D_property_gi_mode>` 如何,都將被考慮用於烘焙。
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\ **注意:**\ 烘焙 **GPUParticlesCollisionSDF3D** 的 :ref:`texture<class_GPUParticlesCollisionSDF3D_property_texture>` 只能在編輯器中進行,因為沒有公開的烘焙方法可用於匯出的遊戲專案中。但是,在匯出的遊戲項目中,仍然可以將預先烘焙的 :ref:`Texture3D<class_Texture3D>` 載入到 :ref:`texture<class_GPUParticlesCollisionSDF3D_property_texture>` 屬性中。
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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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.. 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:`bake_mask<class_GPUParticlesCollisionSDF3D_property_bake_mask>` | ``4294967295`` |
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+---------------------------------------------------------------+-------------------------------------------------------------------------+----------------------+
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| :ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` | :ref:`resolution<class_GPUParticlesCollisionSDF3D_property_resolution>` | ``2`` |
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+---------------------------------------------------------------+-------------------------------------------------------------------------+----------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`size<class_GPUParticlesCollisionSDF3D_property_size>` | ``Vector3(2, 2, 2)`` |
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+---------------------------------------------------------------+-------------------------------------------------------------------------+----------------------+
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| :ref:`Texture3D<class_Texture3D>` | :ref:`texture<class_GPUParticlesCollisionSDF3D_property_texture>` | |
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+---------------------------------------------------------------+-------------------------------------------------------------------------+----------------------+
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| :ref:`float<class_float>` | :ref:`thickness<class_GPUParticlesCollisionSDF3D_property_thickness>` | ``1.0`` |
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+---------------------------------------------------------------+-------------------------------------------------------------------------+----------------------+
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.. rst-class:: classref-reftable-group
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方法
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----
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.. table::
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:widths: auto
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+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_bake_mask_value<class_GPUParticlesCollisionSDF3D_method_get_bake_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| |
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+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_bake_mask_value<class_GPUParticlesCollisionSDF3D_method_set_bake_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |
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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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列舉
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----
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.. _enum_GPUParticlesCollisionSDF3D_Resolution:
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.. rst-class:: classref-enumeration
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enum **Resolution**: :ref:`🔗<enum_GPUParticlesCollisionSDF3D_Resolution>`
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_16:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_16** = ``0``
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烘焙 16×16×16 的有符號距離場。這是最快的選項,但也是最不精確的。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_32:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_32** = ``1``
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烘焙 32×32×32 的有符號距離場。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_64:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_64** = ``2``
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烘焙 64×64×64 的有符號距離場。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_128:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_128** = ``3``
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烘焙 128×128×128 的有符號距離場。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_256:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_256** = ``4``
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烘焙 256×256×256 的有符號距離場。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_512:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_512** = ``5``
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烘焙 512×512×512 的有符號距離場。這是最慢的選項,但也是最精確的。
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.. _class_GPUParticlesCollisionSDF3D_constant_RESOLUTION_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **RESOLUTION_MAX** = ``6``
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代表 :ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` 列舉的大小。
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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_GPUParticlesCollisionSDF3D_property_bake_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **bake_mask** = ``4294967295`` :ref:`🔗<class_GPUParticlesCollisionSDF3D_property_bake_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_bake_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_bake_mask**\ (\ )
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烘焙粒子碰撞 SDF 時要考慮的可視層。只有其 :ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>` 與該 :ref:`bake_mask<class_GPUParticlesCollisionSDF3D_property_bake_mask>` 配對的 :ref:`MeshInstance3D<class_MeshInstance3D>`\ ,才會被包含在生成的粒子碰撞 SDF 中。預設情況下,粒子碰撞 SDF 烘焙會考慮所有物件。
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.. rst-class:: classref-item-separator
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----
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.. _class_GPUParticlesCollisionSDF3D_property_resolution:
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.. rst-class:: classref-property
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:ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **resolution** = ``2`` :ref:`🔗<class_GPUParticlesCollisionSDF3D_property_resolution>`
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.. rst-class:: classref-property-setget
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- |void| **set_resolution**\ (\ value\: :ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>`\ )
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- :ref:`Resolution<enum_GPUParticlesCollisionSDF3D_Resolution>` **get_resolution**\ (\ )
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用於有符號距離場 :ref:`texture<class_GPUParticlesCollisionSDF3D_property_texture>` 的烘焙解析度。必須再次烘焙紋理,才能使 :ref:`resolution<class_GPUParticlesCollisionSDF3D_property_resolution>` 屬性的更改生效。更高的解析度具有更高的性能成本,並且需要更多的時間來烘焙。更高的解析度還會產生更大的烘焙紋理,從而增加 VRAM 和儲存的空間需求。要提高性能並減少烘焙時間,請為表示碰撞的對象使用盡可能低的解析度。
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.. rst-class:: classref-item-separator
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----
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.. _class_GPUParticlesCollisionSDF3D_property_size:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **size** = ``Vector3(2, 2, 2)`` :ref:`🔗<class_GPUParticlesCollisionSDF3D_property_size>`
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.. rst-class:: classref-property-setget
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- |void| **set_size**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_size**\ (\ )
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碰撞 SDF 的大小,單位為 3D 單位。為了提高 SDF 品質,應在能覆蓋需要的場景部分的同時,將 :ref:`size<class_GPUParticlesCollisionSDF3D_property_size>` 設定得盡可能小。
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.. rst-class:: classref-item-separator
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----
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.. _class_GPUParticlesCollisionSDF3D_property_texture:
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.. rst-class:: classref-property
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:ref:`Texture3D<class_Texture3D>` **texture** :ref:`🔗<class_GPUParticlesCollisionSDF3D_property_texture>`
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.. rst-class:: classref-property-setget
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- |void| **set_texture**\ (\ value\: :ref:`Texture3D<class_Texture3D>`\ )
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- :ref:`Texture3D<class_Texture3D>` **get_texture**\ (\ )
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代表有符號距離場的 3D 紋理。
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.. rst-class:: classref-item-separator
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----
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.. _class_GPUParticlesCollisionSDF3D_property_thickness:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **thickness** = ``1.0`` :ref:`🔗<class_GPUParticlesCollisionSDF3D_property_thickness>`
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.. rst-class:: classref-property-setget
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- |void| **set_thickness**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_thickness**\ (\ )
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碰撞形狀的厚度。與其他粒子碰撞器不同,\ **GPUParticlesCollisionSDF3D** 實際上內部是空心的。可以增加 :ref:`thickness<class_GPUParticlesCollisionSDF3D_property_thickness>`\ ,以防止粒子在高速運動、或者當 **GPUParticlesCollisionSDF3D** 移動時,穿過碰撞形狀。
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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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方法說明
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--------
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.. _class_GPUParticlesCollisionSDF3D_method_get_bake_mask_value:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **get_bake_mask_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_GPUParticlesCollisionSDF3D_method_get_bake_mask_value>`
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返回是否啟用了 :ref:`bake_mask<class_GPUParticlesCollisionSDF3D_property_bake_mask>` 的指定層,該層由給定的一個介於 1 和 32 之間的 ``layer_number`` 指定。
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.. rst-class:: classref-item-separator
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----
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.. _class_GPUParticlesCollisionSDF3D_method_set_bake_mask_value:
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.. rst-class:: classref-method
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|void| **set_bake_mask_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_GPUParticlesCollisionSDF3D_method_set_bake_mask_value>`
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基於 ``value``\ ,啟用或禁用 :ref:`bake_mask<class_GPUParticlesCollisionSDF3D_property_bake_mask>` 中的指定層,該層由給定的一個介於 1 和 32 之間的 ``layer_number`` 指定。
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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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