Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node.
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node.
Adds a collision exception so the shape does not report collisions with the specified [RID].
Removes all collision exceptions for this shape.
Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
[b]Note:[/b] [code]enabled[/code] is not required for this to work.
The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
Returns whether any object is intersecting with the shape's vector (considering the vector length).
Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node.
Removes a collision exception so the shape does report collisions with the specified [RID].
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
If [code]true[/code], collision with [Area2D]s will be reported.
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
Returns the complete collision information from the collision sweep. The data returned is the same as in the [method Physics2DDirectSpaceState.get_rest_info] method.
If [code]true[/code], collisions will be reported.
If [code]true[/code], the parent node will be excluded from collision detection.
The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
The number of intersections can be limited with this parameter, to reduce the processing time.
The [Shape2D]-derived shape to be used for collision queries.
The shape's destination point, relative to this node's [code]position[/code].