godot/doc/classes/World3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="World3D" inherits="Resource" version="4.0">
<brief_description>
Class that has everything pertaining to a world.
</brief_description>
<description>
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects">
</member>
<member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state">
Direct access to the world's physics 3D space state. Used for querying current and potential collisions. Must only be accessed from within [code]_physics_process(delta)[/code].
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</member>
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<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The World3D's [Environment].
</member>
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<member name="fallback_environment" type="Environment" setter="set_fallback_environment" getter="get_fallback_environment">
The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing.
</member>
<member name="scenario" type="RID" setter="" getter="get_scenario">
The World3D's visual scenario.
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</member>
<member name="space" type="RID" setter="" getter="get_space">
The World3D's physics space.
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</member>
</members>
<constants>
</constants>
</class>