123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164 |
- :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/GPUParticlesCollisionHeightField3D.xml.
- .. _class_GPUParticlesCollisionHeightField3D:
- 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.
- Description
- -----------
- Real-time heightmap-shaped 3D particle attractor 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.
- \ **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.
- \ **Note:** Particle collision only affects :ref:`GPUParticles3D<class_GPUParticles3D>`, not :ref:`CPUParticles3D<class_CPUParticles3D>`.
- Properties
- ----------
- +-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
- | :ref:`Vector3<class_Vector3>` | :ref:`extents<class_GPUParticlesCollisionHeightField3D_property_extents>` | ``Vector3(1, 1, 1)`` |
- +-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
- | :ref:`bool<class_bool>` | :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` | ``false`` |
- +-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
- | :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` | :ref:`resolution<class_GPUParticlesCollisionHeightField3D_property_resolution>` | ``2`` |
- +-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
- | :ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` | :ref:`update_mode<class_GPUParticlesCollisionHeightField3D_property_update_mode>` | ``0`` |
- +-----------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+----------------------+
- Enumerations
- ------------
- .. _enum_GPUParticlesCollisionHeightField3D_Resolution:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_256:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_512:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_1024:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_2048:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_4096:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_8192:
- .. _class_GPUParticlesCollisionHeightField3D_constant_RESOLUTION_MAX:
- enum **Resolution**:
- - **RESOLUTION_256** = **0** --- Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.
- - **RESOLUTION_512** = **1** --- Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.
- - **RESOLUTION_1024** = **2** --- Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.
- - **RESOLUTION_2048** = **3** --- Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.
- - **RESOLUTION_4096** = **4** --- Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.
- - **RESOLUTION_8192** = **5** --- Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.
- - **RESOLUTION_MAX** = **6** --- Represents the size of the :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` enum.
- ----
- .. _enum_GPUParticlesCollisionHeightField3D_UpdateMode:
- .. _class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_WHEN_MOVED:
- .. _class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_ALWAYS:
- enum **UpdateMode**:
- - **UPDATE_MODE_WHEN_MOVED** = **0** --- Only update the heightmap when the ``GPUParticlesCollisionHeightField3D`` node is moved, or when the camera moves if :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` is ``true``. An update can be forced by slightly moving the ``GPUParticlesCollisionHeightField3D`` in any direction.
- - **UPDATE_MODE_ALWAYS** = **1** --- Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay.
- Property Descriptions
- ---------------------
- .. _class_GPUParticlesCollisionHeightField3D_property_extents:
- - :ref:`Vector3<class_Vector3>` **extents**
- +-----------+----------------------+
- | *Default* | ``Vector3(1, 1, 1)`` |
- +-----------+----------------------+
- | *Setter* | set_extents(value) |
- +-----------+----------------------+
- | *Getter* | get_extents() |
- +-----------+----------------------+
- The collision heightmap's extents in 3D units. To improve heightmap quality, :ref:`extents<class_GPUParticlesCollisionHeightField3D_property_extents>` should be set as small as possible while covering the parts of the scene you need.
- ----
- .. _class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled:
- - :ref:`bool<class_bool>` **follow_camera_enabled**
- +-----------+----------------------------------+
- | *Default* | ``false`` |
- +-----------+----------------------------------+
- | *Setter* | set_follow_camera_enabled(value) |
- +-----------+----------------------------------+
- | *Getter* | is_follow_camera_enabled() |
- +-----------+----------------------------------+
- If ``true``, the ``GPUParticlesCollisionHeightField3D`` will follow the current camera in global space. The ``GPUParticlesCollisionHeightField3D`` does not need to be a child of the :ref:`Camera3D<class_Camera3D>` node for this to work.
- Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering :ref:`resolution<class_GPUParticlesCollisionHeightField3D_property_resolution>` to improve performance if :ref:`follow_camera_enabled<class_GPUParticlesCollisionHeightField3D_property_follow_camera_enabled>` is ``true``.
- ----
- .. _class_GPUParticlesCollisionHeightField3D_property_resolution:
- - :ref:`Resolution<enum_GPUParticlesCollisionHeightField3D_Resolution>` **resolution**
- +-----------+-----------------------+
- | *Default* | ``2`` |
- +-----------+-----------------------+
- | *Setter* | set_resolution(value) |
- +-----------+-----------------------+
- | *Getter* | get_resolution() |
- +-----------+-----------------------+
- Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If :ref:`update_mode<class_GPUParticlesCollisionHeightField3D_property_update_mode>` is :ref:`UPDATE_MODE_ALWAYS<class_GPUParticlesCollisionHeightField3D_constant_UPDATE_MODE_ALWAYS>`, consider using the lowest resolution possible.
- ----
- .. _class_GPUParticlesCollisionHeightField3D_property_update_mode:
- - :ref:`UpdateMode<enum_GPUParticlesCollisionHeightField3D_UpdateMode>` **update_mode**
- +-----------+------------------------+
- | *Default* | ``0`` |
- +-----------+------------------------+
- | *Setter* | set_update_mode(value) |
- +-----------+------------------------+
- | *Getter* | get_update_mode() |
- +-----------+------------------------+
- The update policy to use for the generated heightmap.
- .. |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.)`
|