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.
The node can detect multiple collision objects, but usually the first detected 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 [RID].
</description>
</method>
<methodname="clear_exceptions">
<returntype="void"/>
<description>
Removes all collision exceptions for this shape.
</description>
</method>
<methodname="force_shapecast_update">
<returntype="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.
The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
</description>
</method>
<methodname="get_collider"qualifiers="const">
<returntype="Object"/>
<argumentindex="0"name="index"type="int"/>
<description>
Returns the [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 one of the multiple collisions at [code]index[/code] that the shape intersects, 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.
Removes a collision exception so the shape does report collisions with the specified [RID].
</description>
</method>
<methodname="set_collision_mask_value">
<returntype="void"/>
<argumentindex="0"name="layer_number"type="int"/>
<argumentindex="1"name="value"type="bool"/>
<description>
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.