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authorMewPurPur <mew.pur.pur@abv.bg>2023-06-24 13:19:58 +0200
committerMewPurPur <mew.pur.pur@abv.bg>2023-08-11 21:17:04 +0300
commit57d05ffc661a78d0c87c49f86da10fe37f01180b (patch)
treea3921bc9a9e2c51de57881b726bcaee62d6dd452 /doc/classes/GPUParticlesCollisionHeightField3D.xml
parent237bd0a615df8a0e57bc3d299894abece7b43a0c (diff)
downloadredot-engine-57d05ffc661a78d0c87c49f86da10fe37f01180b.tar.gz
Improve the top docs sections of VFX classes
Diffstat (limited to 'doc/classes/GPUParticlesCollisionHeightField3D.xml')
-rw-r--r--doc/classes/GPUParticlesCollisionHeightField3D.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml
index 58219aa0b3..0b9a94af63 100644
--- a/doc/classes/GPUParticlesCollisionHeightField3D.xml
+++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollisionHeightField3D" inherits="GPUParticlesCollision3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
+ A real-time heightmap-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
</brief_description>
<description>
- Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
+ 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, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision.
+ [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].
</description>