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author | MewPurPur <mew.pur.pur@abv.bg> | 2023-06-24 13:19:58 +0200 |
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committer | MewPurPur <mew.pur.pur@abv.bg> | 2023-08-11 21:17:04 +0300 |
commit | 57d05ffc661a78d0c87c49f86da10fe37f01180b (patch) | |
tree | a3921bc9a9e2c51de57881b726bcaee62d6dd452 /doc/classes/GPUParticlesCollisionHeightField3D.xml | |
parent | 237bd0a615df8a0e57bc3d299894abece7b43a0c (diff) | |
download | redot-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.xml | 6 |
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> |