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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="T3DWorld"></a><h1 class="cio">Class T3DWorld</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="Castle3D.html">Castle3D</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type T3DWorld = class(<a class="normal" href="Castle3D.T3DList.html">T3DList</a>)</code></p>
<h2 class="description">Description</h2>
<p>
3D world. List of 3D objects, with some central properties.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DList.html">T3DList</a></li>
<li class="thisitem">T3DWorld</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#World">World</a></b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#CollisionIgnoreItem">CollisionIgnoreItem</a></b>(const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#GravityUp">GravityUp</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#GravityCoordinate">GravityCoordinate</a></b>: Integer;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#Player">Player</a></b>: <a href="Castle3D.T3DAlive.html">T3DAlive</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#BaseLights">BaseLights</a></b>: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#Sectors">Sectors</a></b>: <a href="CastleSectors.TSectorList.html">TSectorList</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#Water">Water</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#WorldMoveAllowed">WorldMoveAllowed</a></b>( const OldPos, ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#WorldMoveAllowed">WorldMoveAllowed</a></b>( const OldPos, NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#WorldHeight">WorldHeight</a></b>(const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#WorldLineOfSight">WorldLineOfSight</a></b>(const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="Castle3D.T3DWorld.html#WorldRay">WorldRay</a></b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="World"></a><code>function <b>World</b>: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; override;</code></td>
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<td class="itemcode"><a name="CollisionIgnoreItem"></a><code>function <b>CollisionIgnoreItem</b>(const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<p>
See <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#CollisionIgnoreItem">TCastleSceneManager.CollisionIgnoreItem</a>.</p>
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<td class="itemcode"><a name="GravityUp"></a><code>function <b>GravityUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual; abstract;</code></td>
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<p>
Up vector, according to gravity. Gravity force pulls in -<code>GravityUp</code> direction.</p>
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<td class="itemcode"><a name="GravityCoordinate"></a><code>function <b>GravityCoordinate</b>: Integer;</code></td>
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<p>
The major axis of gravity vector: 0, 1 or 2. This is derived from <a class="normal" href="Castle3D.T3DWorld.html#GravityUp">GravityUp</a> value. It can only truly express <a class="normal" href="Castle3D.T3DWorld.html#GravityUp">GravityUp</a> 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).
<p>We try to avoid using it in the engine, and use full <a class="normal" href="Castle3D.T3DWorld.html#GravityUp">GravityUp</a> vector wherever possible. Full <a class="normal" href="Castle3D.T3DWorld.html#GravityUp">GravityUp</a> vector may allow for more fun with weird gravity in future games.</p>
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<td class="itemcode"><a name="Player"></a><code>function <b>Player</b>: <a href="Castle3D.T3DAlive.html">T3DAlive</a>; virtual; abstract;</code></td>
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<p>
Player, see <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#Player">TCastleSceneManager.Player</a>.</p>
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<td class="itemcode"><a name="BaseLights"></a><code>function <b>BaseLights</b>: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; virtual; abstract;</code></td>
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<p>
Base lights, see TCastleSceneManager.BaseLights.</p>
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<td class="itemcode"><a name="Sectors"></a><code>function <b>Sectors</b>: <a href="CastleSectors.TSectorList.html">TSectorList</a>; virtual; abstract;</code></td>
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<p>
Sectors in the world, for AI. See <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#Sectors">TCastleSceneManager.Sectors</a>.</p>
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<td class="itemcode"><a name="Water"></a><code>function <b>Water</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; virtual; abstract;</code></td>
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<p>
Water volume. See <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#Water">TCastleSceneManager.Water</a>.</p>
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<td class="itemcode"><a name="WorldMoveAllowed"></a><code>function <b>WorldMoveAllowed</b>( const OldPos, ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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<p>
Collisions with world. They call corresponding methods without the World prefix, automatically taking into account some knowledge about this 3D world.
<p>Calling these methods to check collisions makes sense if your collision query is not initiated by any existing <a class="normal" href="Castle3D.T3D.html">T3D</a> instance.
<p>If your query originates from some existing <a class="normal" href="Castle3D.T3D.html">T3D</a> instance, you usually do not want to call these WorldXxx methods. Instead call <a class="normal" href="Castle3D.T3D.html#MoveAllowed">T3D.MoveAllowed</a>, <a class="normal" href="Castle3D.T3D.html#Height">T3D.Height</a> methods. Underneath, they still call <code>World.WorldMoveAllowed</code> and <code>World.WorldHeight</code>, additionally making sure that the 3D object does not collide with itself. </p>
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<td class="itemcode"><a name="WorldMoveAllowed"></a><code>function <b>WorldMoveAllowed</b>( const OldPos, NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const BecauseOfGravity: boolean): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><a name="WorldHeight"></a><code>function <b>WorldHeight</b>(const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><a name="WorldLineOfSight"></a><code>function <b>WorldLineOfSight</b>(const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; virtual; abstract;</code></td>
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<td class="itemcode"><a name="WorldRay"></a><code>function <b>WorldRay</b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="Castle3D.TRayCollision.html">TRayCollision</a>; virtual; abstract;</code></td>
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