feat: godot-engine-source-4.3-stable
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engine/doc/classes/World3D.xml
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35
engine/doc/classes/World3D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="World3D" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A resource that holds all components of a 3D world, such as a visual scenario and a physics space.
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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. 3D nodes register their resources into the current 3D world.
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</description>
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<tutorials>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<members>
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<member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes">
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The default [CameraAttributes] resource to use if none set on the [Camera3D].
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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. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
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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 [member environment] fails or is missing.
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</member>
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<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
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The [RID] of this world's navigation map. Used by the [NavigationServer3D].
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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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</class>
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