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#5 Addresses a few of these(ray and point) but not fully. They still need a propert implementation, mainly problem is for Object* hack that godot-jolt also had.
This issue godotengine/godot-cpp#1066. Can be fixed though, it's just a matter of casting object correctly and testing.
There are some helper functions that don't use the world direct, but only query collision, etc:
From PhysicsServer:
_shape_collide
From DirectSpaceState:
_intersect_ray
_intersect_point
_intersect_shape
_cast_motion
_collide_shape
_rest_info
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