- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
23 lines
2.3 KiB
XML
23 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GPUParticlesCollision3D" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Abstract base class for 3D particle collision shapes affecting [GPUParticles3D] nodes.
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</brief_description>
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<description>
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Particle collision shapes can be used to make particles stop or bounce against them.
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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 [i]not[/i] supported.
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Particle collision shapes can be temporarily disabled by hiding them.
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[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
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[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
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[b]Note:[/b] 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 [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295">
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The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticleProcessMaterial.collision_mode] set to [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.
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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.
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Particle collision can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.collision_mode] on the [GPUParticles3D] node.
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</member>
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</members>
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</class>
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