Area3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes.
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#include <beam.hpp>
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| virtual void | _enter_tree () override |
| | Get child collision shape and mesh instance. Assumes both have a Capsule primitive shape. Creates copies collision and mesh shapes.
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| virtual void | _process (double delta_time) override |
| | Destroy self after end time passes.
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| void | body_entered (Node3D *node) |
| | Deal damage on whatever enters this node. Configure what to damage using collision mask.
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| void | set_from_to (Vector3 from, Vector3 to) |
| | Transform self and shapes to stretch from -> to.
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| |
| void | set_end_time (float time_from_now) |
| | Pass in a duration and set the destroy timer for this object.
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| |
Area3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes.
◆ _bind_methods()
| void godot::Beam::_bind_methods |
( |
| ) |
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staticprivate |
Required to be a valid godot class.
◆ _enter_tree()
| void godot::Beam::_enter_tree |
( |
| ) |
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overridevirtual |
Get child collision shape and mesh instance. Assumes both have a Capsule primitive shape. Creates copies collision and mesh shapes.
◆ _process()
| void godot::Beam::_process |
( |
double |
delta_time | ) |
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overridevirtual |
Destroy self after end time passes.
◆ body_entered()
| void godot::Beam::body_entered |
( |
Node3D * |
node | ) |
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Deal damage on whatever enters this node. Configure what to damage using collision mask.
◆ GDCLASS()
| godot::Beam::GDCLASS |
( |
Beam |
, |
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Area3D |
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) |
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private |
◆ set_end_time()
| void godot::Beam::set_end_time |
( |
float |
time_from_now | ) |
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Pass in a duration and set the destroy timer for this object.
◆ set_from_to()
| void godot::Beam::set_from_to |
( |
Vector3 |
from, |
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Vector3 |
to |
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) |
| |
Transform self and shapes to stretch from -> to.
◆ collision_shape
| CollisionShape3D* godot::Beam::collision_shape {nullptr} |
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private |
◆ end_time
| float godot::Beam::end_time {0.f} |
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private |
◆ mesh
| Ref<CapsuleMesh> godot::Beam::mesh {} |
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private |
◆ mesh_instance
| MeshInstance3D* godot::Beam::mesh_instance {nullptr} |
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private |
◆ shape
| Ref<CapsuleShape3D> godot::Beam::shape {} |
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private |
The documentation for this class was generated from the following files: