Documentation
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Overview ¶
Package GPUParticlesCollisionHeightField3D provides methods for working with GPUParticlesCollisionHeightField3D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsGPUParticlesCollision3D() GPUParticlesCollision3D.Instance
- func (self Instance) AsGPUParticlesCollisionHeightField3D() Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode3D() Node3D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsVisualInstance3D() VisualInstance3D.Instance
- func (self Instance) FollowCameraEnabled() bool
- func (self Instance) Resolution() gdclass.GPUParticlesCollisionHeightField3DResolution
- func (self Instance) SetFollowCameraEnabled(value bool)
- func (self Instance) SetResolution(value gdclass.GPUParticlesCollisionHeightField3DResolution)
- func (self Instance) SetSize(value Vector3.XYZ)
- func (self Instance) SetUpdateMode(value gdclass.GPUParticlesCollisionHeightField3DUpdateMode)
- func (self Instance) Size() Vector3.XYZ
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) UpdateMode() gdclass.GPUParticlesCollisionHeightField3DUpdateMode
- func (self Instance) Virtual(name string) reflect.Value
- type Resolution
- type UpdateMode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.GPUParticlesCollisionHeightField3D
A real-time heightmap-shaped 3D particle collision shape affecting [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 [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, this class is limited since heightmaps cannot represent overhangs (e.g. indoors or caves). [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsGPUParticlesCollision3D ¶
func (self Instance) AsGPUParticlesCollision3D() GPUParticlesCollision3D.Instance
func (Instance) AsGPUParticlesCollisionHeightField3D ¶
func (Instance) AsVisualInstance3D ¶
func (self Instance) AsVisualInstance3D() VisualInstance3D.Instance
func (Instance) FollowCameraEnabled ¶
func (Instance) Resolution ¶
func (self Instance) Resolution() gdclass.GPUParticlesCollisionHeightField3DResolution
func (Instance) SetFollowCameraEnabled ¶
func (Instance) SetResolution ¶
func (self Instance) SetResolution(value gdclass.GPUParticlesCollisionHeightField3DResolution)
func (Instance) SetUpdateMode ¶
func (self Instance) SetUpdateMode(value gdclass.GPUParticlesCollisionHeightField3DUpdateMode)
func (*Instance) UnsafePointer ¶
func (Instance) UpdateMode ¶
func (self Instance) UpdateMode() gdclass.GPUParticlesCollisionHeightField3DUpdateMode
type Resolution ¶
type Resolution = gdclass.GPUParticlesCollisionHeightField3DResolution //gd:GPUParticlesCollisionHeightField3D.Resolution
const ( /*Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.*/ Resolution256 Resolution = 0 /*Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.*/ Resolution512 Resolution = 1 /*Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.*/ Resolution1024 Resolution = 2 /*Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.*/ Resolution2048 Resolution = 3 /*Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.*/ Resolution4096 Resolution = 4 /*Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.*/ Resolution8192 Resolution = 5 /*Represents the size of the [enum Resolution] enum.*/ ResolutionMax Resolution = 6 )
type UpdateMode ¶
type UpdateMode = gdclass.GPUParticlesCollisionHeightField3DUpdateMode //gd:GPUParticlesCollisionHeightField3D.UpdateMode
const ( /*Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node is moved, or when the camera moves if [member follow_camera_enabled] is [code]true[/code]. An update can be forced by slightly moving the [GPUParticlesCollisionHeightField3D] in any direction, or by calling [method RenderingServer.particles_collision_height_field_update].*/ UpdateModeWhenMoved UpdateMode = 0 /*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.*/ UpdateModeAlways UpdateMode = 1 )