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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ShapeCast2D" inherits= "Node2D" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node.
</brief_description>
<description >
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.
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The node can detect multiple collision objects, but it's usually used to detect the first collision.
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[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
</description>
<tutorials >
</tutorials>
<methods >
<method name= "add_exception" >
<return type= "void" />
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<param index= "0" name= "node" type= "CollisionObject2D" />
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<description >
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Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node.
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</description>
</method>
<method name= "add_exception_rid" >
<return type= "void" />
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<param index= "0" name= "rid" type= "RID" />
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<description >
Adds a collision exception so the shape does not report collisions with the specified [RID].
</description>
</method>
<method name= "clear_exceptions" >
<return type= "void" />
<description >
Removes all collision exceptions for this shape.
</description>
</method>
<method name= "force_shapecast_update" >
<return type= "void" />
<description >
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 == true[/code] is not required for this to work.
</description>
</method>
<method name= "get_closest_collision_safe_fraction" qualifiers= "const" >
<return type= "float" />
<description >
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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.
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</description>
</method>
<method name= "get_closest_collision_unsafe_fraction" qualifiers= "const" >
<return type= "float" />
<description >
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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.
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</description>
</method>
<method name= "get_collider" qualifiers= "const" >
<return type= "Object" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
<method name= "get_collider_rid" qualifiers= "const" >
<return type= "RID" />
<param index= "0" name= "index" type= "int" />
<description >
Returns the [RID] of the collided object of one of the multiple collisions at [param index].
</description>
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</method>
<method name= "get_collider_shape" qualifiers= "const" >
<return type= "int" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
</method>
<method name= "get_collision_count" qualifiers= "const" >
<return type= "int" />
<description >
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.
</description>
</method>
<method name= "get_collision_mask_value" qualifiers= "const" >
<return type= "bool" />
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<param index= "0" name= "layer_number" type= "int" />
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<description >
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
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</description>
</method>
<method name= "get_collision_normal" qualifiers= "const" >
<return type= "Vector2" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Returns the normal of one of the multiple collisions at [param index] of the intersecting object.
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</description>
</method>
<method name= "get_collision_point" qualifiers= "const" >
<return type= "Vector2" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
</description>
</method>
<method name= "is_colliding" qualifiers= "const" >
<return type= "bool" />
<description >
Returns whether any object is intersecting with the shape's vector (considering the vector length).
</description>
</method>
<method name= "remove_exception" >
<return type= "void" />
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<param index= "0" name= "node" type= "CollisionObject2D" />
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<description >
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Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node.
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</description>
</method>
<method name= "remove_exception_rid" >
<return type= "void" />
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<param index= "0" name= "rid" type= "RID" />
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<description >
Removes a collision exception so the shape does report collisions with the specified [RID].
</description>
</method>
<method name= "set_collision_mask_value" >
<return type= "void" />
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<param index= "0" name= "layer_number" type= "int" />
<param index= "1" name= "value" type= "bool" />
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<description >
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Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
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</description>
</method>
</methods>
<members >
<member name= "collide_with_areas" type= "bool" setter= "set_collide_with_areas" getter= "is_collide_with_areas_enabled" default= "false" >
If [code]true[/code], collision with [Area2D]s will be reported.
</member>
<member name= "collide_with_bodies" type= "bool" setter= "set_collide_with_bodies" getter= "is_collide_with_bodies_enabled" default= "true" >
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
</member>
<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
</member>
<member name= "collision_result" type= "Array" setter= "" getter= "_get_collision_result" default= "[]" >
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Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
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</member>
<member name= "enabled" type= "bool" setter= "set_enabled" getter= "is_enabled" default= "true" >
If [code]true[/code], collisions will be reported.
</member>
<member name= "exclude_parent" type= "bool" setter= "set_exclude_parent_body" getter= "get_exclude_parent_body" default= "true" >
If [code]true[/code], the parent node will be excluded from collision detection.
</member>
<member name= "margin" type= "float" setter= "set_margin" getter= "get_margin" default= "0.0" >
The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
</member>
<member name= "max_results" type= "int" setter= "set_max_results" getter= "get_max_results" default= "32" >
The number of intersections can be limited with this parameter, to reduce the processing time.
</member>
<member name= "shape" type= "Shape2D" setter= "set_shape" getter= "get_shape" >
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The [Shape2D]-derived shape to be used for collision queries.
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</member>
<member name= "target_position" type= "Vector2" setter= "set_target_position" getter= "get_target_position" default= "Vector2(0, 50)" >
The shape's destination point, relative to this node's [code]position[/code].
</member>
</members>
</class>