Files
godot-docs-l10n/classes/es/class_gpuparticlescollisionheightfield3d.rst

297 lines
16 KiB
ReStructuredText
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

:github_url: hide
.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollisionHeightField3D.xml.
.. _class_GPUParticlesCollisionHeightField3D:
GPUParticlesCollisionHeightField3D
==================================
**Hereda:** :ref:`GPUParticlesCollision3D<class_GPUParticlesCollision3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
A real-time heightmap-shaped 3D particle collision shape affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
.. rst-class:: classref-introduction-group
Descripción
----------------------
A real-time heightmap-shaped 3D particle collision shape affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than :ref:`GPUParticlesCollisionSDF3D<class_GPUParticlesCollisionSDF3D>`, but it doesn't require a baking step.
\ **GPUParticlesCollisionHeightField3D** can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes **GPUParticlesCollisionHeightField3D** a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, this class is limited since heightmaps cannot represent overhangs (e.g. indoors or caves).
\ **Note:** :ref:`ParticleProcessMaterial.collision_mode<class_ParticleProcessMaterial_property_collision_mode>` must be ``true`` 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>`.
.. rst-class:: classref-reftable-group
Propiedades
----------------------
.. table::
:widths: auto
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` | ``false`` |
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`int<class_int>` | :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` | ``1048575`` |
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` | :ref:`resolution<class_GPUParticlesCollisionHeightField3D_property_resolution>` | ``2`` |
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`size<class_GPUParticlesCollisionHeightField3D_property_size>` | ``Vector3(2, 2, 2)`` |
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` | :ref:`update_mode<class_GPUParticlesCollisionHeightField3D_property_update_mode>` | ``0`` |
+-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
.. rst-class:: classref-reftable-group
Métodos
--------------
.. table::
:widths: auto
+-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_heightfield_mask_value<class_GPUParticlesCollisionHeightField3D_method_get_heightfield_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| |
+-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_heightfield_mask_value<class_GPUParticlesCollisionHeightField3D_method_set_heightfield_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |
+-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Enumeraciones
--------------------------
.. _enum_GPUParticlesCollisionHeightField3D_Resolution:
.. rst-class:: classref-enumeration
enum **Resolution**: :ref:`🔗<enum_GPUParticlesCollisionHeightField3D_Resolution>`
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_256:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_256** = ``0``
Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_512:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_512** = ``1``
Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_1024:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_1024** = ``2``
Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_2048:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_2048** = ``3``
Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_4096:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_4096** = ``4``
Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_8192:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_8192** = ``5``
Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.
.. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_MAX:
.. rst-class:: classref-enumeration-constant
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **RESOLUTION_MAX** = ``6``
Representa el tamaño del enum :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>`.
.. rst-class:: classref-item-separator
----
.. _enum_GPUParticlesCollisionHeightField3D_UpdateMode:
.. rst-class:: classref-enumeration
enum **UpdateMode**: :ref:`🔗<enum_GPUParticlesCollisionHeightField3D_UpdateMode>`
.. _class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_WHEN_MOVED:
.. rst-class:: classref-enumeration-constant
:ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` **UPDATE_MODE_WHEN_MOVED** = ``0``
Only update the heightmap when the **GPUParticlesCollisionHeightField3D** node is moved, or when the camera moves if :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` is ``true``. An update can be forced by slightly moving the **GPUParticlesCollisionHeightField3D** in any direction, or by calling :ref:`RenderingServer.particles_collision_height_field_update()<class_RenderingServer_method_particles_collision_height_field_update>`.
.. _class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_ALWAYS:
.. rst-class:: classref-enumeration-constant
:ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` **UPDATE_MODE_ALWAYS** = ``1``
Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Propiedades
--------------------------------------------------------
.. _class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **follow_camera_enabled** = ``false`` :ref:`🔗<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>`
.. rst-class:: classref-property-setget
- |void| **set_follow_camera_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_follow_camera_enabled**\ (\ )
If ``true``, the **GPUParticlesCollisionHeightField3D** will follow the current camera in global space. The **GPUParticlesCollisionHeightField3D** does not need to be a child of the :ref:`Camera3D<class_Camera3D>` node for this to work.
Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering :ref:`resolution<class_GPUParticlesCollisionHeightField3D_property_resolution>` to improve performance if :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` is ``true``.
.. rst-class:: classref-item-separator
----
.. _class_GPUParticlesCollisionHeightField3D_property_heightfield_mask:
.. rst-class:: classref-property
:ref:`int<class_int>` **heightfield_mask** = ``1048575`` :ref:`🔗<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>`
.. rst-class:: classref-property-setget
- |void| **set_heightfield_mask**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_heightfield_mask**\ (\ )
The visual layers to account for when updating the heightmap. Only :ref:`MeshInstance3D<class_MeshInstance3D>`\ s whose :ref:`VisualInstance3D.layers<class_VisualInstance3D_property_layers>` match with this :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` will be included in the heightmap collision update. By default, all 20 user-visible layers are taken into account for updating the heightmap collision.
\ **Note:** Since the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
To adjust :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` more easily using a script, use :ref:`get_heightfield_mask_value()<class_GPUParticlesCollisionHeightField3D_method_get_heightfield_mask_value>` and :ref:`set_heightfield_mask_value()<class_GPUParticlesCollisionHeightField3D_method_set_heightfield_mask_value>`.
.. rst-class:: classref-item-separator
----
.. _class_GPUParticlesCollisionHeightField3D_property_resolution:
.. rst-class:: classref-property
:ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **resolution** = ``2`` :ref:`🔗<class_GPUParticlesCollisionHeightField3D_property_resolution>`
.. rst-class:: classref-property-setget
- |void| **set_resolution**\ (\ value\: :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>`\ )
- :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **get_resolution**\ (\ )
Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If :ref:`update_mode<class_GPUParticlesCollisionHeightField3D_property_update_mode>` is :ref:`UPDATE_MODE_ALWAYS<class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_ALWAYS>`, consider using the lowest resolution possible.
.. rst-class:: classref-item-separator
----
.. _class_GPUParticlesCollisionHeightField3D_property_size:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **size** = ``Vector3(2, 2, 2)`` :ref:`🔗<class_GPUParticlesCollisionHeightField3D_property_size>`
.. rst-class:: classref-property-setget
- |void| **set_size**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
- :ref:`Vector3<class_Vector3>` **get_size**\ (\ )
The collision heightmap's size in 3D units. To improve heightmap quality, :ref:`size<class_GPUParticlesCollisionHeightField3D_property_size>` should be set as small as possible while covering the parts of the scene you need.
.. rst-class:: classref-item-separator
----
.. _class_GPUParticlesCollisionHeightField3D_property_update_mode:
.. rst-class:: classref-property
:ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` **update_mode** = ``0`` :ref:`🔗<class_GPUParticlesCollisionHeightField3D_property_update_mode>`
.. rst-class:: classref-property-setget
- |void| **set_update_mode**\ (\ value\: :ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>`\ )
- :ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` **get_update_mode**\ (\ )
The update policy to use for the generated heightmap.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Métodos
------------------------------------------------
.. _class_GPUParticlesCollisionHeightField3D_method_get_heightfield_mask_value:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_heightfield_mask_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_GPUParticlesCollisionHeightField3D_method_get_heightfield_mask_value>`
Returns ``true`` if the specified layer of the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>` is enabled, given a ``layer_number`` between ``1`` and ``20``, inclusive.
.. rst-class:: classref-item-separator
----
.. _class_GPUParticlesCollisionHeightField3D_method_set_heightfield_mask_value:
.. rst-class:: classref-method
|void| **set_heightfield_mask_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_GPUParticlesCollisionHeightField3D_method_set_heightfield_mask_value>`
Based on ``value``, enables or disables the specified layer in the :ref:`heightfield_mask<class_GPUParticlesCollisionHeightField3D_property_heightfield_mask>`, given a ``layer_number`` between ``1`` and ``20``, inclusive.
.. |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.)`