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godot-docs/classes/class_rayshape.rst
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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 **)**