Direct access object to a space in the [PhysicsServer]. Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html Checks how far a [Shape] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters] 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 [Shape]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape]s that the shape is already colliding with. 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: [code]collider_id[/code]: The colliding object's ID. [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area], the result is [code](0, 0, 0)[/code]. [code]normal[/code]: The object's surface normal at the intersection point. [code]point[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the shape did not intersect anything, then an empty dictionary is returned instead. Intersects a ray in a given space. The returned object is a dictionary with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]normal[/code]: The object's surface normal at the intersection point. [code]position[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: 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 [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. The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.