Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast] node. 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 [Area] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area] nodes, and when using the signals creates unnecessary complexity. The node can detect multiple collision objects, but it's usually used to detect the first 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 [CollisionObject] node. Adds a collision exception so the shape does not report collisions with the specified [RID]. Removes all collision exceptions for this [ShapeCast]. 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[/code] is not required for this to work. The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. Returns the collided [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 the colliding shape of one of the multiple collisions at [code]index[/code], 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 whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. Returns whether any object is intersecting with the shape's vector (considering the vector length). Removes a collision exception so the shape does report collisions with the specified [CollisionObject] node. Removes a collision exception so the shape does report collisions with the specified [RID]. 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. 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. If [code]true[/code], collision with [Area]s will be reported. If [code]true[/code], collision with [PhysicsBody]s will be reported. 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 PhysicsDirectSpaceState.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 [ShapeCast] 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. If [code]true[/code], collisions will be reported. If [code]true[/code], the parent node will be excluded from collision detection. The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. The number of intersections can be limited with this parameter, to reduce the processing time. The [Shape] to be used for collision queries. The shape's destination point, relative to this node's [code]position[/code].