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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

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

1

Array

collision_result

[]

bool

enabled

true

bool

exclude_parent

true

float

margin

0.0

int

max_results

32

Shape2D

shape

Vector2

target_position

Vector2(0, 50)

Methods

void

add_exception ( CollisionObject2D node )

void

add_exception_rid ( RID rid )

void

clear_exceptions ( )

void

force_shapecast_update ( )

float

get_closest_collision_safe_fraction ( ) const

float

get_closest_collision_unsafe_fraction ( ) const

Object

get_collider ( int index ) const

RID

get_collider_rid ( int index ) const

int

get_collider_shape ( int index ) const

int

get_collision_count ( ) const

bool

get_collision_mask_value ( int layer_number ) const

Vector2

get_collision_normal ( int index ) const

Vector2

get_collision_point ( int index ) const

bool

is_colliding ( ) const

void

remove_exception ( CollisionObject2D node )

void

remove_exception_rid ( RID rid )

void

set_collision_mask_value ( int layer_number, bool value )


Property Descriptions

bool collide_with_areas = false

  • void set_collide_with_areas ( bool value )

  • bool is_collide_with_areas_enabled ( )

If true, collisions with Area2Ds will be reported.


bool collide_with_bodies = true

  • void set_collide_with_bodies ( bool value )

  • bool is_collide_with_bodies_enabled ( )

If true, collisions with PhysicsBody2Ds will be reported.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.


Array collision_result = []

Returns the complete collision information from the collision sweep. The data returned is the same as in the PhysicsDirectSpaceState2D.get_rest_info method.


bool enabled = true

  • void set_enabled ( bool value )

  • bool is_enabled ( )

If true, collisions will be reported.


bool exclude_parent = true

  • void set_exclude_parent_body ( bool value )

  • bool get_exclude_parent_body ( )

If true, the parent node will be excluded from collision detection.


float margin = 0.0

  • void set_margin ( float value )

  • float get_margin ( )

The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.


int max_results = 32

  • void set_max_results ( int value )

  • int get_max_results ( )

The number of intersections can be limited with this parameter, to reduce the processing time.


Shape2D shape

The Shape2D-derived shape to be used for collision queries.


Vector2 target_position = Vector2(0, 50)

  • void set_target_position ( Vector2 value )

  • Vector2 get_target_position ( )

The shape's destination point, relative to this node's position.


Method Descriptions

void add_exception ( CollisionObject2D node )

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.


Object get_collider ( int index ) 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 ( int index ) const

Returns the