mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
82 lines
5.1 KiB
ReStructuredText
82 lines
5.1 KiB
ReStructuredText
: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/GPUParticlesCollision3D.xml.
|
|
|
|
.. _class_GPUParticlesCollision3D:
|
|
|
|
GPUParticlesCollision3D
|
|
=======================
|
|
|
|
**Inherits:** :ref:`VisualInstance3D<class_VisualInstance3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
|
|
|
|
**Inherited By:** :ref:`GPUParticlesCollisionBox3D<class_GPUParticlesCollisionBox3D>`, :ref:`GPUParticlesCollisionHeightField3D<class_GPUParticlesCollisionHeightField3D>`, :ref:`GPUParticlesCollisionSDF3D<class_GPUParticlesCollisionSDF3D>`, :ref:`GPUParticlesCollisionSphere3D<class_GPUParticlesCollisionSphere3D>`
|
|
|
|
Abstract base class for 3D particle collision shapes affecting :ref:`GPUParticles3D<class_GPUParticles3D>` nodes.
|
|
|
|
.. rst-class:: classref-introduction-group
|
|
|
|
Description
|
|
-----------
|
|
|
|
Particle collision shapes can be used to make particles stop or bounce against them.
|
|
|
|
Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is *not* supported.
|
|
|
|
Particle collision shapes can be temporarily disabled by hiding them.
|
|
|
|
\ **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.
|
|
|
|
\ **Note:** Particle collision only affects :ref:`GPUParticles3D<class_GPUParticles3D>`, not :ref:`CPUParticles3D<class_CPUParticles3D>`.
|
|
|
|
\ **Note:** Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting :ref:`GPUParticles3D.fixed_fps<class_GPUParticles3D_property_fixed_fps>` to ``0`` or a value that matches or exceeds the target framerate.
|
|
|
|
.. rst-class:: classref-reftable-group
|
|
|
|
Properties
|
|
----------
|
|
|
|
.. table::
|
|
:widths: auto
|
|
|
|
+-----------------------+--------------------------------------------------------------------+----------------+
|
|
| :ref:`int<class_int>` | :ref:`cull_mask<class_GPUParticlesCollision3D_property_cull_mask>` | ``4294967295`` |
|
|
+-----------------------+--------------------------------------------------------------------+----------------+
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
Property Descriptions
|
|
---------------------
|
|
|
|
.. _class_GPUParticlesCollision3D_property_cull_mask:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`int<class_int>` **cull_mask** = ``4294967295`` :ref:`🔗<class_GPUParticlesCollision3D_property_cull_mask>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
|
|
- :ref:`int<class_int>` **get_cull_mask**\ (\ )
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
|
|
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
|
|
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
|
|
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
|
|
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
|
|
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
|
|
.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
|
|
.. |void| replace:: :abbr:`void (No return value.)`
|