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within _physics_process().
36 lines
1.6 KiB
XML
36 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="World3D" inherits="Resource" version="4.0">
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<brief_description>
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Class that has everything pertaining to a world.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects">
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</member>
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<member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state">
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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">
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The World3D's [Environment].
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</member>
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<member name="fallback_environment" type="Environment" setter="set_fallback_environment" getter="get_fallback_environment">
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The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing.
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</member>
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<member name="scenario" type="RID" setter="" getter="get_scenario">
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The World3D's visual scenario.
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</member>
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<member name="space" type="RID" setter="" getter="get_space">
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The World3D's physics space.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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