Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
collider: The colliding object.
collider_id: The colliding object's ID.
metadata: The intersecting shape's metadata. This metadata is different from GodotObject.getMeta, and is set with Physics2DServer.shapeSetData.
rid: The intersecting object's RID.
shape: The shape index of the colliding shape.
Additionally, the method can take an exclude array of objects or RIDs that are to be excluded from collisions, a collision_mask bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with PhysicsBodys or Areas, respectively.
Note:ConcavePolygonShape2Ds and CollisionPolygon2Ds in Segments build mode are not solid shapes. Therefore, they will not be detected.
Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: collider: The colliding object. collider_id: The colliding object's ID. metadata: The intersecting shape's metadata. This metadata is different from GodotObject.getMeta, and is set with Physics2DServer.shapeSetData. rid: The intersecting object's RID. shape: The shape index of the colliding shape. Additionally, the method can take an exclude array of objects or RIDs that are to be excluded from collisions, a collision_mask bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with PhysicsBodys or Areas, respectively. Note: ConcavePolygonShape2Ds and CollisionPolygon2Ds in Segments build mode are not solid shapes. Therefore, they will not be detected.