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godot-docs/classes/class_gpuparticlescollision3d.rst
2024-11-16 03:22:28 +00:00

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.. DO NOT EDIT THIS FILE!!!
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.. 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.)`