classref: Sync with current master branch (b51ee8b)

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Godot Organization
2023-08-19 03:18:29 +00:00
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@@ -12,18 +12,18 @@ GPUParticlesCollisionHeightField3D
**Inherits:** :ref:`GPUParticlesCollision3D<class_GPUParticlesCollision3D>` **<** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Real-time heightmap-shaped 3D particle attractor affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
A real-time heightmap-shaped 3D particle collision shape affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
.. rst-class:: classref-introduction-group
Description
-----------
Real-time heightmap-shaped 3D particle attractor affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
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, since heightmaps cannot represent overhangs, **GPUParticlesCollisionHeightField3D** is not suited for indoor particle collision.
\ **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.