Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node.
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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]Vector3(0, 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 [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
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 from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
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]).
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]).
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.
This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.