3fa77b3172
It has no practical use case and just generates noise for each alpha, beta, etc.
35 lines
1.4 KiB
XML
35 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="World" inherits="Resource" category="Core" version="3.1">
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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. Spatial nodes register their resources into the current world.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="direct_space_state" type="PhysicsDirectSpaceState" setter="" getter="get_direct_space_state">
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The World's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/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 World'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 World's fallback_environment will be used if the World'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 World'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 World'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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