A 2D shape that sweeps a region of space to detect [CollisionObject2D]s. Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member 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 [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method 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. [b]Note:[/b] Shape casting is more computationally expensive than ray casting. Adds a collision exception so the shape does not report collisions with the specified node. Adds a collision exception so the shape does not report collisions with the specified [RID]. Removes all collision exceptions for this shape. Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state. [b]Note:[/b] Setting [member enabled] to [code]true[/code] is not required for this to work. Returns the fraction from this cast's origin to its [member target_position] of how far the shape can move without triggering a collision, as a value between [code]0.0[/code] and [code]1.0[/code]. Returns the fraction from this cast's origin to its [member target_position] of how far the shape must move to trigger a collision, as a value between [code]0.0[/code] and [code]1.0[/code]. In ideal conditions this would be the same as [method 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. Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). Returns the [RID] of the collided object of one of the multiple collisions at [param index]. Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], 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 [param layer_number] between 1 and 32. Returns the normal of one of the multiple collisions at [param index] of the intersecting object. Returns the collision point of one of the multiple collisions at [param index] 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 node. Removes a collision exception so the shape 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 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 PhysicsDirectSpaceState2D.get_rest_info] method. 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 [member Node2D.position].