Intersects a ray in a given space. The returned object is a dictionary 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.
normal: The object's surface normal at the intersection point.
position: The intersection point.
rid: The intersecting object's RID.
shape: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
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.
Intersects a ray in a given space. The returned object is a dictionary 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. normal: The object's surface normal at the intersection point. position: The intersection point. rid: The intersecting object's RID. shape: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. 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.