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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the RayShape.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_RayShape:
- RayShape
- ========
- **Inherits:** :ref:`Shape<class_shape>` **<** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
- **Category:** Core
- Brief Description
- -----------------
- Ray shape for 3D collisions.
- Member Functions
- ----------------
- +----------------------------+---------------------------------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`get_length<class_RayShape_get_length>` **(** **)** const |
- +----------------------------+---------------------------------------------------------------------------------------------+
- | void | :ref:`set_length<class_RayShape_set_length>` **(** :ref:`float<class_float>` length **)** |
- +----------------------------+---------------------------------------------------------------------------------------------+
- Member Variables
- ----------------
- - :ref:`float<class_float>` **length** - The ray's length.
- Description
- -----------
- Ray shape for 3D collisions, which can be set into a :ref:`PhysicsBody<class_physicsbody>` or :ref:`Area<class_area>`. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
- Member Function Description
- ---------------------------
- .. _class_RayShape_get_length:
- - :ref:`float<class_float>` **get_length** **(** **)** const
- .. _class_RayShape_set_length:
- - void **set_length** **(** :ref:`float<class_float>` length **)**
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