/** * A RayCast represents a line from its origin to its destination position, `cast_to`. It is used to query the 2D space in order to find the closest object along the path of the ray. * * RayCast2D can ignore some objects by adding them to the exception list via `add_exception`, by setting proper filtering with collision layers, or by filtering object types with type masks. * * RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]). * * Only enabled raycasts will be able to query the space and report collisions. * * RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. * */ declare class RayCast2D extends Node2D { /** * A RayCast represents a line from its origin to its destination position, `cast_to`. It is used to query the 2D space in order to find the closest object along the path of the ray. * * RayCast2D can ignore some objects by adding them to the exception list via `add_exception`, by setting proper filtering with collision layers, or by filtering object types with type masks. * * RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]). * * Only enabled raycasts will be able to query the space and report collisions. * * RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. * */ new(): RayCast2D; static "new"(): RayCast2D /** The ray's destination point, relative to the RayCast's [code]position[/code]. */ cast_to: Vector2; /** If [code]true[/code], collision with [Area2D]s will be reported. */ collide_with_areas: boolean; /** If [code]true[/code], collision with [PhysicsBody2D]s will be reported. */ collide_with_bodies: boolean; /** The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. */ collision_mask: int; /** If [code]true[/code], collisions will be reported. */ enabled: boolean; /** If [code]true[/code], the parent node will be excluded from collision detection. */ exclude_parent: boolean; /** Adds a collision exception so the ray does not report collisions with the specified node. */ add_exception(node: Object): void; /** Adds a collision exception so the ray does not report collisions with the specified [RID]. */ add_exception_rid(rid: RID): void; /** Removes all collision exceptions for this ray. */ clear_exceptions(): void; /** * Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next `_physics_process` call, for example if the ray or its parent has changed state. * * **Note:** `enabled` is not required for this to work. * */ force_raycast_update(): void; /** 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]). */ get_collider(): Object; /** 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]). */ get_collider_shape(): int; /** Returns an individual bit on the collision mask. */ get_collision_mask_bit(bit: int): boolean; /** Returns the normal of the intersecting object's shape at the collision point. */ get_collision_normal(): Vector2; /** * Returns the collision point at which the ray intersects the closest object. * * **Note:** This point is in the **global** coordinate system. * */ get_collision_point(): Vector2; /** Returns whether any object is intersecting with the ray's vector (considering the vector length). */ is_colliding(): boolean; /** Removes a collision exception so the ray does report collisions with the specified node. */ remove_exception(node: Object): void; /** Removes a collision exception so the ray does report collisions with the specified [RID]. */ remove_exception_rid(rid: RID): void; /** Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier. */ set_collision_mask_bit(bit: int, value: boolean): void; connect>(signal: T, method: SignalFunction): number; }