: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` **<** :ref:`Node3D` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`GPUParticlesCollisionBox3D`, :ref:`GPUParticlesCollisionHeightField3D`, :ref:`GPUParticlesCollisionSDF3D`, :ref:`GPUParticlesCollisionSphere3D` Abstract base class for 3D particle collision shapes affecting :ref:`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` must be :ref:`ParticleProcessMaterial.COLLISION_RIGID` or :ref:`ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT` on the :ref:`GPUParticles3D`'s process material for collision to work. \ **Note:** Particle collision only affects :ref:`GPUParticles3D`, not :ref:`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` to ``0`` or a value that matches or exceeds the target framerate. .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +-----------------------+--------------------------------------------------------------------+----------------+ | :ref:`int` | :ref:`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` **cull_mask** = ``4294967295`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_cull_mask**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_cull_mask**\ (\ ) The particle rendering layers (:ref:`VisualInstance3D.layers`) that will be affected by the collision shape. By default, all particles that have :ref:`ParticleProcessMaterial.collision_mode` set to :ref:`ParticleProcessMaterial.COLLISION_RIGID` or :ref:`ParticleProcessMaterial.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` on the :ref:`GPUParticles3D` node. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |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.)`