/
RayShape.hx
41 lines (33 loc) · 1.03 KB
/
RayShape.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
Ray shape for 3D collisions, which can be set into a `godot.PhysicsBody` or `godot.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.
**/
@:libType
@:csNative
@:native("Godot.RayShape")
@:autoBuild(godot.Godot.buildUserClass())
extern class RayShape extends godot.Shape {
/**
If `true`, allow the shape to return the correct normal.
**/
@:native("SlipsOnSlope")
public var slipsOnSlope:Bool;
/**
The ray's length.
**/
@:native("Length")
public var length:Single;
@:native("new")
public function new():Void;
@:native("SetLength")
public function setLength(length:Single):Void;
@:native("GetLength")
public function getLength():Single;
@:native("SetSlipsOnSlope")
public function setSlipsOnSlope(active:Bool):Void;
@:native("GetSlipsOnSlope")
public function getSlipsOnSlope():Bool;
}