godot/doc/classes/World3D.xml
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Bump version to 4.2-dev
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2023-07-05 22:07:03 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="World3D" inherits="Resource" version="4.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds all components of a 3D world, such as a visual scenario and a physics space.
</brief_description>
<description>
Class that has everything pertaining to a world: A physics space, a visual scenario, and a sound space. 3D nodes register their resources into the current 3D world.
</description>
<tutorials>
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<members>
<member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes">
The default [CameraAttributes] resource to use if none set on the [Camera3D].
</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. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
</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 [member environment] fails or is missing.
</member>
<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
The [RID] of this world's navigation map. Used by the [NavigationServer3D].
</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>
</class>