ShapeCast2D

    A 2D shape that sweeps a region of space to detect CollisionObject2Ds.

    ShapeCast2D.swift:16
    class ShapeCast2D

    Shape casting allows to detect collision objects by sweeping its shape along the cast direction determined by targetPosition. 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 targetPosition set to Vector2(0, 0) and by calling forceShapecastUpdate 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.

    Superclasses

    • class Node2D

      A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members