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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].
		</member>
		<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
			The World3D's [Environment].
		</member>
		<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.
		</member>
		<member name="space" type="RID" setter="" getter="get_space">
			The World3D's physics space.
		</member>
	</members>
	<constants>
	</constants>
</class>