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As far as I know the 2D one is not used generally in the engine, and the 3D case isn't needed, it appears the 2D case is only used for |
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Compare Shape2D API with that of Shape3D.
The latter has fewer methods. One particularly problematic omission is the collide method (that checks for a collision between two shapes given their transforms). Currently, it doesn't seem to be possible to do without the use of rather odd node based setups (or doing intersect shape while filtering out all RIDs besides the shapes in question), thus incurring costs of allocating those nodes and making optimization with PhysicsServer3D more difficult than it ought to be.
Is there any reason for why it's missing? At a glance, the implementation from Shape2D should be relatively easy to port to Shape3D, no?
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