GPUParticlesCollision3D

    Abstract base class for 3D particle collision shapes affecting GPUParticles3D nodes.

    GPUParticlesCollision3D.swift:22
    class GPUParticlesCollision3D

    Particle collision shapes can be used to make particles stop or bounce against them.

    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 not supported.

    Particle collision shapes can be temporarily disabled by hiding them.

    Superclasses

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var cullMask: UInt32

      The particle rendering layers (layers) that will be affected by the collision shape. By default, all particles that have collisionMode set to ParticleProcessMaterial/CollisionMode/collisionRigid or ParticleProcessMaterial/CollisionMode/collisionHideOnContact will be affected by a collision shape.

    Subclasses