/*************************************************************************/
/*  ray_shape.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/*************************************************************************/
#ifndef RAY_SHAPE_H
#define RAY_SHAPE_H
#include "scene/resources/shape.h"

class RayShape : public Shape {

	GDCLASS(RayShape, Shape);
	float length;

protected:
	static void _bind_methods();
	virtual void _update_shape();
	virtual Vector<Vector3> _gen_debug_mesh_lines();

public:
	void set_length(float p_length);
	float get_length() const;

	RayShape();
};
#endif // RAY_SHAPE_H
