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50 lines
1.8 KiB
ReStructuredText
50 lines
1.8 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the RayShape.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_RayShape:
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RayShape
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========
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**Inherits:** :ref:`Shape<class_shape>` **<** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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Ray shape for 3D collisions.
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Member Functions
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----------------
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+----------------------------+---------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_length<class_RayShape_get_length>` **(** **)** const |
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+----------------------------+---------------------------------------------------------------------------------------------+
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| void | :ref:`set_length<class_RayShape_set_length>` **(** :ref:`float<class_float>` length **)** |
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+----------------------------+---------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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- :ref:`float<class_float>` **length** - The ray's length.
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Description
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-----------
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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.
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Member Function Description
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---------------------------
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.. _class_RayShape_get_length:
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- :ref:`float<class_float>` **get_length** **(** **)** const
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.. _class_RayShape_set_length:
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- void **set_length** **(** :ref:`float<class_float>` length **)**
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