Returns [code]true[/code] if the specified layer of the [member heightfield_mask] is enabled, given a [param layer_number] between [code]1[/code] and [code]20[/code], inclusive.
</description>
</method>
<methodname="set_heightfield_mask_value">
<returntype="void"/>
<paramindex="0"name="layer_number"type="int"/>
<paramindex="1"name="value"type="bool"/>
<description>
Based on [param value], enables or disables the specified layer in the [member heightfield_mask], given a [param layer_number] between [code]1[/code] and [code]20[/code], inclusive.
If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow the current camera in global space. The [GPUParticlesCollisionHeightField3D] does not need to be a child of the [Camera3D] node for this to work.
Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering [member resolution] to improve performance if [member follow_camera_enabled] is [code]true[/code].
The visual layers to account for when updating the heightmap. Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with this [member heightfield_mask] will be included in the heightmap collision update. By default, all 20 user-visible layers are taken into account for updating the heightmap collision.
[b]Note:[/b] Since the [member heightfield_mask] allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting [member heightfield_mask] using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
To adjust [member heightfield_mask] more easily using a script, use [method get_heightfield_mask_value] and [method set_heightfield_mask_value].
Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If [member update_mode] is [constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible.
Sets the signed distance field [param texture] for the 3D GPU particles collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSDF3D.texture] or [member GPUParticlesAttractorVectorField3D.texture] depending on the [param particles_collision] type.
Sets the heightfield [param mask] for the 3D GPU particles heightfield collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionHeightField3D.heightfield_mask].
virtualvoidparticles_collision_set_height_field_resolution(RIDp_particles_collision,RS::ParticlesCollisionHeightfieldResolutionp_resolution)=0;//for SDF and vector field
virtualvoidparticles_collision_set_height_field_resolution(RIDp_particles_collision,ParticlesCollisionHeightfieldResolutionp_resolution)=0;// For SDF and vector field.