PhysicsDirectSpaceState

    Direct access object to a space in the .

    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.

    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 . 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].

    If the shape can not move, the returned array will be [0, 0] under Bullet, and empty under GodotPhysics.


    • Array collide_shape ( shape, int max_results=32 )

    Checks the intersections of a shape, given through a object, against the space. The resulting array contains a list of points where the shape intersects another. Like with intersect_shape, the number of returned results can be limited to save processing time.


    Checks the intersections of a shape, given through a 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:

    collider_id: The colliding object’s ID.

    linear_velocity: The colliding object’s velocity Vector3. If the object is an , the result is (0, 0, 0).

    : The intersection point.

    rid: The intersecting object’s RID.

    shape: 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:

    collider: The colliding object.

    collider_id: The colliding object’s ID.

    normal: The object’s surface normal at the intersection point.

    : The intersecting object’s .

    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 s or Areas, 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:

    collider: The colliding object.

    collider_id: The colliding object’s ID.

    rid: The intersecting object’s .

    The number of intersections can be limited with the max_results parameter, to reduce the processing time.