avian2d/spatial_query/ray_caster.rs
1use crate::prelude::*;
2use bevy::{
3 ecs::{
4 entity::{EntityMapper, MapEntities},
5 lifecycle::HookContext,
6 world::DeferredWorld,
7 },
8 prelude::*,
9};
10#[cfg(all(
11 feature = "default-collider",
12 any(feature = "parry-f32", feature = "parry-f64")
13))]
14use parry::{partitioning::BvhNode, query::RayCast};
15
16/// A component used for [raycasting](spatial_query#raycasting).
17///
18/// **Raycasting** is a type of [spatial query](spatial_query) that finds one or more hits
19/// between a ray and a set of colliders.
20///
21/// Each ray is defined by a local `origin` and a `direction`. The [`RayCaster`] will find each hit
22/// and add them to the [`RayHits`] component. Each hit has a `distance` property which refers to
23/// how far the ray travelled, along with a `normal` for the point of intersection.
24///
25/// The [`RayCaster`] is the easiest way to handle simple raycasts. If you want more control and don't want to
26/// perform raycasts every frame, consider using the [`SpatialQuery`] system parameter.
27///
28/// # Hit Count and Order
29///
30/// The results of a raycast are in an arbitrary order by default. You can iterate over them in the order of
31/// distance with the [`RayHits::iter_sorted`] method.
32///
33/// You can configure the maximum amount of hits for a ray using `max_hits`. By default this is unbounded,
34/// so you will get all hits. When the number or complexity of colliders is large, this can be very
35/// expensive computationally. Set the value to whatever works best for your case.
36///
37/// Note that when there are more hits than `max_hits`, **some hits will be missed**.
38/// To guarantee that the closest hit is included, you should set `max_hits` to one or a value that
39/// is enough to contain all hits.
40///
41/// # Example
42///
43/// ```
44/// # #[cfg(feature = "2d")]
45/// # use avian2d::prelude::*;
46/// # #[cfg(feature = "3d")]
47/// use avian3d::prelude::*;
48/// use bevy::prelude::*;
49///
50/// # #[cfg(all(feature = "3d", feature = "f32"))]
51/// fn setup(mut commands: Commands) {
52/// // Spawn a ray at the center going right
53/// commands.spawn(RayCaster::new(Vec3::ZERO, Dir3::X));
54/// // ...spawn colliders and other things
55/// }
56///
57/// # #[cfg(all(feature = "3d", feature = "f32"))]
58/// fn print_hits(query: Query<(&RayCaster, &RayHits)>) {
59/// for (ray, hits) in &query {
60/// // For the faster iterator that isn't sorted, use `.iter()`
61/// for hit in hits.iter_sorted() {
62/// println!(
63/// "Hit entity {} at {} with normal {}",
64/// hit.entity,
65/// ray.origin + *ray.direction * hit.distance,
66/// hit.normal,
67/// );
68/// }
69/// }
70/// }
71/// ```
72#[derive(Component, Clone, Debug, PartialEq, Reflect)]
73#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
74#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
75#[reflect(Debug, Component, PartialEq)]
76#[component(on_add = on_add_ray_caster)]
77#[require(RayHits)]
78pub struct RayCaster {
79 /// Controls if the ray caster is enabled.
80 pub enabled: bool,
81
82 /// The local origin of the ray relative to the [`Position`] and [`Rotation`] of the ray entity or its parent.
83 ///
84 /// To get the global origin, use the `global_origin` method.
85 pub origin: Vector,
86
87 /// The global origin of the ray.
88 global_origin: Vector,
89
90 /// The local direction of the ray relative to the [`Rotation`] of the ray entity or its parent.
91 ///
92 /// To get the global direction, use the `global_direction` method.
93 pub direction: Dir,
94
95 /// The global direction of the ray.
96 global_direction: Dir,
97
98 /// The maximum number of hits allowed.
99 ///
100 /// When there are more hits than `max_hits`, **some hits will be missed**.
101 /// To guarantee that the closest hit is included, you should set `max_hits` to one or a value that
102 /// is enough to contain all hits.
103 pub max_hits: u32,
104
105 /// The maximum distance the ray can travel.
106 ///
107 /// By default this is infinite, so the ray will travel until all hits up to `max_hits` have been checked.
108 #[doc(alias = "max_time_of_impact")]
109 pub max_distance: Scalar,
110
111 /// Controls how the ray behaves when the ray origin is inside of a [collider](Collider).
112 ///
113 /// If `true`, shapes will be treated as solid, and the ray cast will return with a distance of `0.0`
114 /// if the ray origin is inside of the shape. Otherwise, shapes will be treated as hollow, and the ray
115 /// will always return a hit at the shape's boundary.
116 pub solid: bool,
117
118 /// If true, the ray caster ignores hits against its own [`Collider`]. This is the default.
119 pub ignore_self: bool,
120
121 /// Rules that determine which colliders are taken into account in the ray cast.
122 pub query_filter: SpatialQueryFilter,
123}
124
125impl Default for RayCaster {
126 fn default() -> Self {
127 Self {
128 enabled: true,
129 origin: Vector::ZERO,
130 global_origin: Vector::ZERO,
131 direction: Dir::X,
132 global_direction: Dir::X,
133 max_distance: Scalar::MAX,
134 max_hits: u32::MAX,
135 solid: true,
136 ignore_self: true,
137 query_filter: SpatialQueryFilter::default(),
138 }
139 }
140}
141
142impl From<Ray> for RayCaster {
143 fn from(ray: Ray) -> Self {
144 RayCaster::from_ray(ray)
145 }
146}
147
148impl RayCaster {
149 /// Creates a new [`RayCaster`] with a given origin and direction.
150 pub fn new(origin: Vector, direction: Dir) -> Self {
151 Self {
152 origin,
153 direction,
154 ..default()
155 }
156 }
157
158 /// Creates a new [`RayCaster`] from a ray.
159 pub fn from_ray(ray: Ray) -> Self {
160 Self {
161 origin: ray.origin.adjust_precision(),
162 direction: ray.direction,
163 ..default()
164 }
165 }
166
167 /// Sets the ray origin.
168 pub fn with_origin(mut self, origin: Vector) -> Self {
169 self.origin = origin;
170 self
171 }
172
173 /// Sets the ray direction.
174 pub fn with_direction(mut self, direction: Dir) -> Self {
175 self.direction = direction;
176 self
177 }
178
179 /// Controls how the ray behaves when the ray origin is inside of a [collider](Collider).
180 ///
181 /// If `true`, shapes will be treated as solid, and the ray cast will return with a distance of `0.0`
182 /// if the ray origin is inside of the shape. Otherwise, shapes will be treated as hollow, and the ray
183 /// will always return a hit at the shape's boundary.
184 pub fn with_solidness(mut self, solid: bool) -> Self {
185 self.solid = solid;
186 self
187 }
188
189 /// Sets if the ray caster should ignore hits against its own [`Collider`].
190 ///
191 /// The default is `true`.
192 pub fn with_ignore_self(mut self, ignore: bool) -> Self {
193 self.ignore_self = ignore;
194 self
195 }
196
197 /// Sets the maximum distance the ray can travel.
198 pub fn with_max_distance(mut self, max_distance: Scalar) -> Self {
199 self.max_distance = max_distance;
200 self
201 }
202
203 /// Sets the maximum number of allowed hits.
204 pub fn with_max_hits(mut self, max_hits: u32) -> Self {
205 self.max_hits = max_hits;
206 self
207 }
208
209 /// Sets the ray caster's [query filter](SpatialQueryFilter) that controls which colliders
210 /// should be included or excluded by raycasts.
211 pub fn with_query_filter(mut self, query_filter: SpatialQueryFilter) -> Self {
212 self.query_filter = query_filter;
213 self
214 }
215
216 /// Enables the [`RayCaster`].
217 pub fn enable(&mut self) {
218 self.enabled = true;
219 }
220
221 /// Disables the [`RayCaster`].
222 pub fn disable(&mut self) {
223 self.enabled = false;
224 }
225
226 /// Returns the global origin of the ray.
227 pub fn global_origin(&self) -> Vector {
228 self.global_origin
229 }
230
231 /// Returns the global direction of the ray.
232 pub fn global_direction(&self) -> Dir {
233 self.global_direction
234 }
235
236 /// Sets the global origin of the ray.
237 pub(crate) fn set_global_origin(&mut self, global_origin: Vector) {
238 self.global_origin = global_origin;
239 }
240
241 /// Sets the global direction of the ray.
242 pub(crate) fn set_global_direction(&mut self, global_direction: Dir) {
243 self.global_direction = global_direction;
244 }
245
246 #[cfg(all(
247 feature = "default-collider",
248 any(feature = "parry-f32", feature = "parry-f64")
249 ))]
250 pub(crate) fn cast(
251 &mut self,
252 caster_entity: Entity,
253 hits: &mut RayHits,
254 query_pipeline: &SpatialQueryPipeline,
255 ) {
256 if self.ignore_self {
257 self.query_filter.excluded_entities.insert(caster_entity);
258 } else {
259 self.query_filter.excluded_entities.remove(&caster_entity);
260 }
261
262 hits.clear();
263
264 if self.max_hits == 1 {
265 query_pipeline.cast_ray(
266 self.global_origin(),
267 self.global_direction(),
268 self.max_distance,
269 self.solid,
270 &self.query_filter,
271 );
272 } else {
273 let ray = parry::query::Ray::new(
274 self.global_origin().into(),
275 self.global_direction().adjust_precision().into(),
276 );
277
278 let found_hits = query_pipeline
279 .bvh
280 .leaves(|node: &BvhNode| node.aabb().intersects_local_ray(&ray, self.max_distance))
281 .filter_map(|leaf| {
282 let proxy = query_pipeline.proxies.get(leaf as usize)?;
283
284 if !self.query_filter.test(proxy.entity, proxy.layers) {
285 return None;
286 }
287
288 let hit = proxy.collider.shape_scaled().cast_ray_and_get_normal(
289 &proxy.isometry,
290 &ray,
291 self.max_distance,
292 self.solid,
293 )?;
294
295 Some(RayHitData {
296 entity: proxy.entity,
297 distance: hit.time_of_impact,
298 normal: hit.normal.into(),
299 })
300 })
301 .take(self.max_hits as usize);
302
303 hits.extend(found_hits);
304 }
305 }
306}
307
308fn on_add_ray_caster(mut world: DeferredWorld, ctx: HookContext) {
309 let ray_caster = world.get::<RayCaster>(ctx.entity).unwrap();
310 let max_hits = if ray_caster.max_hits == u32::MAX {
311 10
312 } else {
313 ray_caster.max_hits as usize
314 };
315
316 // Initialize capacity for hits
317 world.get_mut::<RayHits>(ctx.entity).unwrap().0 = Vec::with_capacity(max_hits);
318}
319
320/// Contains the hits of a ray cast by a [`RayCaster`].
321///
322/// The maximum number of hits depends on the value of `max_hits` in [`RayCaster`].
323///
324/// # Order
325///
326/// By default, the order of the hits is not guaranteed.
327///
328/// You can iterate the hits in the order of distance with `iter_sorted`.
329/// Note that this will create and sort a new vector instead of iterating over the existing one.
330///
331/// **Note**: When there are more hits than `max_hits`, **some hits will be missed**.
332/// If you want to guarantee that the closest hit is included, set `max_hits` to one.
333///
334/// # Example
335///
336/// ```
337#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
338#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
339/// use bevy::prelude::*;
340///
341/// fn print_hits(query: Query<&RayHits, With<RayCaster>>) {
342/// for hits in &query {
343/// // For the faster iterator that isn't sorted, use `.iter()`.
344/// for hit in hits.iter_sorted() {
345/// println!("Hit entity {} with distance {}", hit.entity, hit.distance);
346/// }
347/// }
348/// }
349/// ```
350#[derive(Component, Clone, Debug, Default, Deref, DerefMut, PartialEq, Reflect)]
351#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
352#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
353#[reflect(Component, Debug, Default, PartialEq)]
354pub struct RayHits(pub Vec<RayHitData>);
355
356impl RayHits {
357 /// Returns an iterator over the hits, sorted in ascending order according to the distance.
358 ///
359 /// Note that this allocates a new vector. If you don't need the hits in order, use `iter`.
360 pub fn iter_sorted(&self) -> alloc::vec::IntoIter<RayHitData> {
361 let mut vector = self.as_slice().to_vec();
362 vector.sort_by(|a, b| a.distance.partial_cmp(&b.distance).unwrap());
363 vector.into_iter()
364 }
365}
366
367impl IntoIterator for RayHits {
368 type Item = RayHitData;
369 type IntoIter = alloc::vec::IntoIter<RayHitData>;
370
371 fn into_iter(self) -> Self::IntoIter {
372 self.0.into_iter()
373 }
374}
375
376impl<'a> IntoIterator for &'a RayHits {
377 type Item = &'a RayHitData;
378 type IntoIter = core::slice::Iter<'a, RayHitData>;
379
380 fn into_iter(self) -> Self::IntoIter {
381 self.0.iter()
382 }
383}
384
385impl<'a> IntoIterator for &'a mut RayHits {
386 type Item = &'a mut RayHitData;
387 type IntoIter = core::slice::IterMut<'a, RayHitData>;
388
389 fn into_iter(self) -> Self::IntoIter {
390 self.0.iter_mut()
391 }
392}
393
394impl MapEntities for RayHits {
395 fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
396 for hit in self {
397 hit.map_entities(entity_mapper);
398 }
399 }
400}
401
402/// Data related to a hit during a [raycast](spatial_query#raycasting).
403#[derive(Clone, Copy, Debug, PartialEq, Reflect)]
404#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
405#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
406#[reflect(Debug, PartialEq)]
407pub struct RayHitData {
408 /// The entity of the collider that was hit by the ray.
409 pub entity: Entity,
410
411 /// How far the ray travelled. This is the distance between the ray origin and the point of intersection.
412 pub distance: Scalar,
413
414 /// The normal at the point of intersection, expressed in world space.
415 pub normal: Vector,
416}
417
418impl MapEntities for RayHitData {
419 fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
420 self.entity = entity_mapper.get_mapped(self.entity);
421 }
422}