Query the closest object intersecting a ray.
A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 2D space in order to find the closest object along the path of the ray.
RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]).
Only enabled raycasts will be able to query the space and report collisions.
RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
Adds a collision exception so the ray does not report collisions with the specified node.
Adds a collision exception so the ray does not report collisions with the specified [RID].
Removes all collision exceptions for this ray.
Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
Returns an individual bit on the collision mask.
Returns the normal of the intersecting object's shape at the collision point.
Returns the collision point at which the ray intersects the closest object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
Returns whether any object is intersecting with the ray's vector (considering the vector length).
Removes a collision exception so the ray does report collisions with the specified node.
Removes a collision exception so the ray does report collisions with the specified [RID].
Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
The ray's destination point, relative to the RayCast's [code]position[/code].
If [code]true[/code], collision with [Area2D]s will be reported.
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], collisions will be reported.
If [code]true[/code], the parent node will be excluded from collision detection.