Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [1, 1].
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.