Castle Game Engine: Castle3D: Class T3DWorld

# Class T3DWorld
Description | Hierarchy | Fields | Methods | Properties
## Unit Castle3D ## Declaration `type T3DWorld = class(T3DList)` ## Description 3D world. List of 3D objects, with some central properties. ## Hierarchy TComponent T3D T3DList T3DWorld ## Overview ### Methods
| `function World: T3DWorld; override;`
| `function CollisionIgnoreItem(const Sender: TObject; const Triangle: P3DTriangle): boolean; virtual; abstract;`
| `function GravityUp: TVector3Single; virtual; abstract;`
| `function GravityCoordinate: Integer;`
| `function Player: T3DAlive; virtual; abstract;`
| `function BaseLights: TAbstractLightInstancesList; virtual; abstract;`
| `function Sectors: TSectorList; virtual; abstract;`
| `function Water: TBox3D; virtual; abstract;`
| `function WorldMoveAllowed( const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: TBox3D; const BecauseOfGravity: boolean): boolean; virtual; abstract;`
| `function WorldMoveAllowed( const OldPos, NewPos: TVector3Single; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: TBox3D; const BecauseOfGravity: boolean): boolean; virtual; abstract;`
| `function WorldHeight(const Position: TVector3Single; out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; virtual; abstract;`
| `function WorldLineOfSight(const Pos1, Pos2: TVector3Single): boolean; virtual; abstract;`
| `function WorldRay(const RayOrigin, RayDirection: TVector3Single): TRayCollision; virtual; abstract;`
## Description ### Methods
| `function World: T3DWorld; override;`
| `function CollisionIgnoreItem(const Sender: TObject; const Triangle: P3DTriangle): boolean; virtual; abstract;`
See TCastleSceneManager.CollisionIgnoreItem.
| `function GravityUp: TVector3Single; virtual; abstract;`
Up vector, according to gravity. Gravity force pulls in -`GravityUp` direction.
| `function GravityCoordinate: Integer;`
The major axis of gravity vector: 0, 1 or 2. This is derived from GravityUp value. It can only truly express GravityUp vector values (1,0,0) or (0,1,0) or (0,0,1), although in practice this is enough for normal games (normal 3D scenes use up either +Y or +Z). We try to avoid using it in the engine, and use full GravityUp vector wherever possible. Full GravityUp vector may allow for more fun with weird gravity in future games.
| `function Player: T3DAlive; virtual; abstract;`
Player, see TCastleSceneManager.Player.
| `function BaseLights: TAbstractLightInstancesList; virtual; abstract;`
Base lights, see TCastleSceneManager.BaseLights.
| `function Sectors: TSectorList; virtual; abstract;`
Sectors in the world, for AI. See TCastleSceneManager.Sectors.
| `function Water: TBox3D; virtual; abstract;`
Water volume. See TCastleSceneManager.Water.
| `function WorldMoveAllowed( const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: TBox3D; const BecauseOfGravity: boolean): boolean; virtual; abstract;`
Collisions with world. They call corresponding methods without the World prefix, automatically taking into account some knowledge about this 3D world. Outside code should prefer calling MyXxx methods of Colliders, like T3D.MoveAllowed, instead of these WorldXxx methods. Calling these WorldXxx methods directly still makes sense if your query is not initiated by any 3D object that is part of this 3D world.
| `function WorldMoveAllowed( const OldPos, NewPos: TVector3Single; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: TBox3D; const BecauseOfGravity: boolean): boolean; virtual; abstract;`
| `function WorldHeight(const Position: TVector3Single; out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; virtual; abstract;`
| `function WorldLineOfSight(const Pos1, Pos2: TVector3Single): boolean; virtual; abstract;`
| `function WorldRay(const RayOrigin, RayDirection: TVector3Single): TRayCollision; virtual; abstract;`
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