ShapeCast2D
Inherits: Node2D < CanvasItem < Node < Object
A 2D shape that sweeps a region of space to detect CollisionObject2Ds.
Description
Shape casting allows to detect collision objects by sweeping its shape along the cast direction determined by 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 target_position set to Vector2(0, 0)
and by calling 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.
Note: Shape casting is more computationally expensive than ray casting.
Properties
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Methods
void | add_exception(node: CollisionObject2D) |
void | add_exception_rid(rid: RID) |
void | |
void | |
get_collider(index: int) const | |
get_collider_rid(index: int) const | |
get_collider_shape(index: int) const | |
get_collision_count() const | |
get_collision_mask_value(layer_number: int) const | |
get_collision_normal(index: int) const | |
get_collision_point(index: int) const | |
is_colliding() const | |
void | |
void | remove_exception_rid(rid: RID) |
void | set_collision_mask_value(layer_number: int, value: bool) |
Property Descriptions
bool collide_with_areas = false
🔗
If true
, collisions with Area2Ds will be reported.
bool collide_with_bodies = true
🔗
If true
, collisions with PhysicsBody2Ds will be reported.
The shape’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
Returns the complete collision information from the collision sweep. The data returned is the same as in the PhysicsDirectSpaceState2D.get_rest_info method.
If true
, collisions will be reported.
If true
, 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 Shape2D-derived shape to be used for collision queries.
Vector2 target_position = Vector2(0, 50)
🔗
The shape’s destination point, relative to this node’s position
.
Method Descriptions
void add_exception(node: CollisionObject2D) 🔗
Adds a collision exception so the shape does not report collisions with the specified CollisionObject2D node.
void add_exception_rid(rid: RID) 🔗
Adds a collision exception so the shape does not report collisions with the specified RID.
void clear_exceptions() 🔗
Removes all collision exceptions for this shape.
void force_shapecast_update() 🔗
Updates the collision information for the shape immediately, without waiting for the next _physics_process
call. Use this method, for example, when the shape or its parent has changed state.
Note: enabled == true
is not required for this to work.
float get_closest_collision_safe_fraction() const 🔗
The fraction from the ShapeCast2D‘s origin to its target_position (between 0 and 1) of how far the shape can move without triggering a collision.
float get_closest_collision_unsafe_fraction() const 🔗
The fraction from the ShapeCast2D‘s origin to its target_position (between 0 and 1) of how far the shape must move to trigger a collision.
In ideal conditions this would be the same as get_closest_collision_safe_fraction, however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions.
Object get_collider(index: int) const 🔗
Returns the collided Object of one of the multiple collisions at index
, or null
if no object is intersecting the shape (i.e. is_colliding returns false
).
RID get_collider_rid(index: int) const 🔗
Returns the RID of the collided object of one of the multiple collisions at index
.
int get_collider_shape(index: int) const 🔗
Returns the shape ID of the colliding shape of one of the multiple collisions at index
, or 0
if no object is intersecting the shape (i.e. is_colliding returns false
).
int get_collision_count() const 🔗
The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by get_collider, get_collider_shape, get_collision_point, and get_collision_normal methods.
bool get_collision_mask_value(layer_number: int) const 🔗
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
Vector2 get_collision_normal(index: int) const 🔗
Returns the normal of one of the multiple collisions at index
of the intersecting object.
Vector2 get_collision_point(index: int) const 🔗
Returns the collision point of one of the multiple collisions at index
where the shape intersects the colliding object.
Note: this point is in the global coordinate system.
Returns whether any object is intersecting with the shape’s vector (considering the vector length).
void remove_exception(node: CollisionObject2D) 🔗
Removes a collision exception so the shape does report collisions with the specified CollisionObject2D node.
void remove_exception_rid(rid: RID) 🔗
Removes a collision exception so the shape does report collisions with the specified RID.
void set_collision_mask_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
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