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Currently including `zh_CN` and `es` which both have very high completion ratios. Others will be added once they reach a significant percentage too. These RST files will be used by godot-docs in place of its `classes` folder after we sync with https://github.com/godotengine/godot-docs/pull/5458. The update workflow is manual for now (example for `zh_CN`): - Build `godotengine/godot` in the branch we currently track (now `3.x`) - Run `godot --doctool -l zh_CN` - Run `cd doc && make rst LANGARG=zh_CN` - Copy `doc/_build/rst/*` to `classes/zh_CN/` here - Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
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291 lines
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the RayCast2D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_RayCast2D:
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RayCast2D
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=========
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Busca el objeto más cercano que intersecta un rayo.
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Descripción
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----------------------
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Un RayCast representa una línea desde su origen hasta su posición de destino, ``cast_to``. Se utiliza para consultar el espacio 2D con el fin de encontrar el objeto más cercano a lo largo de la trayectoria del rayo.
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RayCast2D puede ignorar algunos objetos añadiéndolos a la lista de excepciones mediante ``add_exception``, estableciendo un filtrado adecuado con las capas de colisión, o filtrando los tipos de objetos con máscaras de tipo.
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RayCast2D puede ser configurado para reportar colisiones con :ref:`Area2D<class_Area2D>`\ s (:ref:`collide_with_areas<class_RayCast2D_property_collide_with_areas>`) y/o :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s (:ref:`collide_with_bodies<class_RayCast2D_property_collide_with_bodies>`).
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Sólo las emisiones de rayos habilitadas podrán consultar el espacio e informar de las colisiones.
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RayCast2D calcula la intersección de cada cuadro de física (ver :ref:`Node<class_Node>`), y el resultado se almacena en caché para poder ser utilizado más tarde hasta el siguiente cuadro. Si se requieren múltiples consultas entre marcos físicos (o durante el mismo marco) utilice :ref:`force_raycast_update<class_RayCast2D_method_force_raycast_update>` después de ajustar el raycast.
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Tutoriales
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--------------------
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- :doc:`../tutorials/physics/ray-casting`
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Propiedades
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----------------------
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`cast_to<class_RayCast2D_property_cast_to>` | ``Vector2( 0, 50 )`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_areas<class_RayCast2D_property_collide_with_areas>` | ``false`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_bodies<class_RayCast2D_property_collide_with_bodies>` | ``true`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_RayCast2D_property_collision_mask>` | ``1`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_RayCast2D_property_enabled>` | ``false`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`exclude_parent<class_RayCast2D_property_exclude_parent>` | ``true`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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Métodos
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--------------
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception<class_RayCast2D_method_add_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception_rid<class_RayCast2D_method_add_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_exceptions<class_RayCast2D_method_clear_exceptions>` **(** **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`force_raycast_update<class_RayCast2D_method_force_raycast_update>` **(** **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_Object>` | :ref:`get_collider<class_RayCast2D_method_get_collider>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast2D_method_get_collider_shape>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_RayCast2D_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_collision_normal<class_RayCast2D_method_get_collision_normal>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_collision_point<class_RayCast2D_method_get_collision_point>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast2D_method_is_colliding>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception<class_RayCast2D_method_remove_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception_rid<class_RayCast2D_method_remove_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_RayCast2D_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_RayCast2D_property_cast_to:
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- :ref:`Vector2<class_Vector2>` **cast_to**
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+-----------+----------------------+
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| *Default* | ``Vector2( 0, 50 )`` |
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+-----------+----------------------+
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| *Setter* | set_cast_to(value) |
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+-----------+----------------------+
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| *Getter* | get_cast_to() |
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+-----------+----------------------+
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El punto de destino del rayo, relativo a la ``position`` del RayCast.
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----
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.. _class_RayCast2D_property_collide_with_areas:
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- :ref:`bool<class_bool>` **collide_with_areas**
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+-----------+---------------------------------+
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| *Default* | ``false`` |
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+-----------+---------------------------------+
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| *Setter* | set_collide_with_areas(value) |
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+-----------+---------------------------------+
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| *Getter* | is_collide_with_areas_enabled() |
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+-----------+---------------------------------+
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Si ``true``, se informará de la colisión con :ref:`Area2D<class_Area2D>`\ s.
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----
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.. _class_RayCast2D_property_collide_with_bodies:
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- :ref:`bool<class_bool>` **collide_with_bodies**
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+-----------+----------------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------------+
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| *Setter* | set_collide_with_bodies(value) |
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+-----------+----------------------------------+
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| *Getter* | is_collide_with_bodies_enabled() |
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+-----------+----------------------------------+
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Si ``true``, se informará de la colisión con :ref:`PhysicsBody2D<class_PhysicsBody2D>`.
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----
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.. _class_RayCast2D_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_RayCast2D_property_enabled:
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- :ref:`bool<class_bool>` **enabled**
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+-----------+--------------------+
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| *Default* | ``false`` |
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+-----------+--------------------+
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| *Setter* | set_enabled(value) |
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+-----------+--------------------+
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| *Getter* | is_enabled() |
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+-----------+--------------------+
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Si ``true``, se informará de las colisiones.
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----
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.. _class_RayCast2D_property_exclude_parent:
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- :ref:`bool<class_bool>` **exclude_parent**
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+-----------+--------------------------------+
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| *Default* | ``true`` |
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+-----------+--------------------------------+
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| *Setter* | set_exclude_parent_body(value) |
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+-----------+--------------------------------+
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| *Getter* | get_exclude_parent_body() |
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+-----------+--------------------------------+
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Si ``true``, el nodo padre será excluido de la detección de colisiones.
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Descripciones de Métodos
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------------------------------------------------
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.. _class_RayCast2D_method_add_exception:
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- void **add_exception** **(** :ref:`Object<class_Object>` node **)**
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Añade una excepción de colisión para que el rayo no informe de las colisiones con el nodo especificado.
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----
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.. _class_RayCast2D_method_add_exception_rid:
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- void **add_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Añade una excepción de colisión para que el rayo no reporte colisiones con el :ref:`RID<class_RID>` especificado.
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----
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.. _class_RayCast2D_method_clear_exceptions:
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- void **clear_exceptions** **(** **)**
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Elimina todas las excepciones de colisión para este rayo.
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----
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.. _class_RayCast2D_method_force_raycast_update:
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- void **force_raycast_update** **(** **)**
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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.
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\ **Note:** ``enabled`` is not required for this to work.
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----
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.. _class_RayCast2D_method_get_collider:
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- :ref:`Object<class_Object>` **get_collider** **(** **)** |const|
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Devuelve el primer objeto que el rayo intersecta, o ``null`` si no hay ningún objeto que intersecte el rayo (es decir, :ref:`is_colliding<class_RayCast2D_method_is_colliding>` devuelve ``false``).
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----
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.. _class_RayCast2D_method_get_collider_shape:
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- :ref:`int<class_int>` **get_collider_shape** **(** **)** |const|
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Devuelve el ID de la forma del primer objeto que el rayo intersecta, o ``0`` si no hay ningún objeto que intersecte el rayo (es decir, :ref:`is_colliding<class_RayCast2D_method_is_colliding>` devuelve ``false``).
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----
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.. _class_RayCast2D_method_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Devuelve un bit individual de la máscara de colisión.
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----
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.. _class_RayCast2D_method_get_collision_normal:
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- :ref:`Vector2<class_Vector2>` **get_collision_normal** **(** **)** |const|
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Devuelve la normalidad de la forma del objeto que se intersecta en el punto de colisión.
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----
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.. _class_RayCast2D_method_get_collision_point:
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- :ref:`Vector2<class_Vector2>` **get_collision_point** **(** **)** |const|
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Devuelve el punto de colisión en el que el rayo intersecta el objeto más cercano.
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\ **Nota:** Este punto está en el sistema de coordenadas **global**.
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----
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.. _class_RayCast2D_method_is_colliding:
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- :ref:`bool<class_bool>` **is_colliding** **(** **)** |const|
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Devuelve si algún objeto se cruza con el vector del rayo (considerando la longitud del vector).
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----
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.. _class_RayCast2D_method_remove_exception:
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- void **remove_exception** **(** :ref:`Object<class_Object>` node **)**
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Elimina una excepción de colisión para que el rayo informe de las colisiones con el nodo especificado.
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----
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.. _class_RayCast2D_method_remove_exception_rid:
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- void **remove_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Elimina una excepción de colisión para que el rayo reporte colisiones con el :ref:`RID<class_RID>` especificado.
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----
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.. _class_RayCast2D_method_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Establece o borra bits individuales en la máscara de colisión. Esto hace que la selección de las áreas escaneadas sea más fácil.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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