Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] 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 [PhysicsShapeQueryParameters3D] 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:
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 [PhysicsBody3D]s or [Area3D]s, respectively.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: