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@@ -25,7 +25,7 @@ Particle collision shapes in real-time and can be moved, rotated and scaled duri
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Particle collision shapes can be temporarily disabled by hiding them.
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\ **Note:** :ref:`ParticlesMaterial.collision_enabled<class_ParticlesMaterial_property_collision_enabled>` must be ``true`` on the :ref:`GPUParticles3D<class_GPUParticles3D>`'s process material for collision to work.
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\ **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.
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\ **Note:** Particle collision only affects :ref:`GPUParticles3D<class_GPUParticles3D>`, not :ref:`CPUParticles3D<class_CPUParticles3D>`.
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@@ -53,11 +53,11 @@ Property Descriptions
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| *Getter* | get_cull_mask() |
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+-----------+----------------------+
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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:`ParticlesMaterial.collision_enabled<class_ParticlesMaterial_property_collision_enabled>` set to ``true`` will be affected by a collision shape.
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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 attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
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Particle attraction can also be disabled on a per-process material basis by setting :ref:`ParticlesMaterial.attractor_interaction_enabled<class_ParticlesMaterial_property_attractor_interaction_enabled>` on the :ref:`GPUParticles3D<class_GPUParticles3D>` node.
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Particle attraction can also be disabled on a per-process material basis by setting :ref:`ParticleProcessMaterial.attractor_interaction_enabled<class_ParticleProcessMaterial_property_attractor_interaction_enabled>` on the :ref:`GPUParticles3D<class_GPUParticles3D>` node.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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