A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any. This is useful for a lot of things, such as
[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].
$DOCS_URL/tutorials/physics/ray-casting.html
Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] 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 immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when 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 [RID] of the first object that the ray intersects, or an empty [RID] 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 whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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 [CollisionObject2D] node.
Removes a collision exception so the ray does report collisions with the specified [RID].
Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
If [code]true[/code], collisions with [Area2D]s will be reported.
If [code]true[/code], collisions 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=$DOCS_URL/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.
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
The ray's destination point, relative to the RayCast's [code]position[/code].