Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member target_position]. This is similar to [RayCast2D], but it allows for sweeping a region of space, rather than just a straight line. [ShapeCast2D] can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.
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 physics frame. This helps to overcome some limitations of [Area2D] when used as an instantaneous detection area, as collision information isn't immediately available to it.
[b]Note:[/b] Shape casting is more computationally expensive than 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 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.
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.
Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.