Add "Hide on Contact" collision mode to ParticlesMaterial

This can be used to make particles disappear when colliding, rather
than bouncing around or sticking to surfaces.

This is useful for rain particles which should not be able to go
through floors/ceilings, but shouldn't stick to surfaces either.
This commit is contained in:
Hugo Locurcio 2022-05-20 23:59:13 +02:00
parent fafd15014f
commit 17ad6df56d
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8 changed files with 79 additions and 29 deletions

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@ -7,7 +7,7 @@
Real-time heightmap-shaped 3D particle attractor 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.
[b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>