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use std::sync::Arc;
use crate::prelude::*;
use bevy::{prelude::*, utils::HashMap};
use parry::{
bounding_volume::Aabb,
math::Isometry,
partitioning::Qbvh,
query::{
details::{
NormalConstraints, RayCompositeShapeToiAndNormalBestFirstVisitor,
TOICompositeShapeShapeBestFirstVisitor,
},
point::PointCompositeShapeProjBestFirstVisitor,
visitors::{
BoundingVolumeIntersectionsVisitor, PointIntersectionsVisitor, RayIntersectionsVisitor,
},
DefaultQueryDispatcher, QueryDispatcher, ShapeCastOptions,
},
shape::{Shape, TypedSimdCompositeShape},
};
/// A resource for the spatial query pipeline.
///
/// The pipeline maintains a quaternary bounding volume hierarchy `Qbvh` of the world's colliders
/// as an acceleration structure for spatial queries.
#[derive(Resource, Clone)]
pub struct SpatialQueryPipeline {
pub(crate) qbvh: Qbvh<u32>,
pub(crate) dispatcher: Arc<dyn QueryDispatcher>,
pub(crate) colliders: HashMap<Entity, (Isometry<Scalar>, Collider, CollisionLayers)>,
pub(crate) entity_generations: HashMap<u32, u32>,
}
impl Default for SpatialQueryPipeline {
fn default() -> Self {
Self {
qbvh: Qbvh::new(),
dispatcher: Arc::new(DefaultQueryDispatcher),
colliders: HashMap::default(),
entity_generations: HashMap::default(),
}
}
}
impl SpatialQueryPipeline {
/// Creates a new [`SpatialQueryPipeline`].
pub fn new() -> SpatialQueryPipeline {
SpatialQueryPipeline::default()
}
pub(crate) fn as_composite_shape(
&self,
query_filter: SpatialQueryFilter,
) -> QueryPipelineAsCompositeShape {
QueryPipelineAsCompositeShape {
pipeline: self,
colliders: &self.colliders,
query_filter,
}
}
pub(crate) fn as_composite_shape_with_predicate<'a>(
&'a self,
query_filter: SpatialQueryFilter,
predicate: &'a dyn Fn(Entity) -> bool,
) -> QueryPipelineAsCompositeShapeWithPredicate {
QueryPipelineAsCompositeShapeWithPredicate {
pipeline: self,
colliders: &self.colliders,
query_filter,
predicate,
}
}
/// Updates the associated acceleration structures with a new set of entities.
pub fn update<'a>(
&mut self,
colliders: impl Iterator<
Item = (
Entity,
&'a Position,
&'a Rotation,
&'a Collider,
Option<&'a CollisionLayers>,
),
>,
added_colliders: impl Iterator<Item = Entity>,
) {
let colliders = colliders
.map(|(entity, position, rotation, collider, layers)| {
(
entity,
(
make_isometry(position.0, *rotation),
collider.clone(),
layers.map_or(CollisionLayers::default(), |layers| *layers),
),
)
})
.collect();
self.update_internal(colliders, added_colliders)
}
fn update_internal(
&mut self,
colliders: HashMap<Entity, (Isometry<Scalar>, Collider, CollisionLayers)>,
added: impl Iterator<Item = Entity>,
) {
self.colliders = colliders;
// Insert or update generations of added entities
for added in added {
let index = added.index();
if let Some(generation) = self.entity_generations.get_mut(&index) {
*generation = added.generation();
} else {
self.entity_generations.insert(index, added.generation());
}
}
struct DataGenerator<'a>(
&'a HashMap<Entity, (Isometry<Scalar>, Collider, CollisionLayers)>,
);
impl<'a> parry::partitioning::QbvhDataGenerator<u32> for DataGenerator<'a> {
fn size_hint(&self) -> usize {
self.0.len()
}
#[inline(always)]
fn for_each(&mut self, mut f: impl FnMut(u32, parry::bounding_volume::Aabb)) {
for (entity, co) in self.0.iter() {
// Compute and return AABB
let (iso, shape, _) = co;
let aabb = shape.shape_scaled().compute_aabb(iso);
f(entity.index(), aabb)
}
}
}
self.qbvh
.clear_and_rebuild(DataGenerator(&self.colliders), 0.01);
}
pub(crate) fn entity_from_index(&self, index: u32) -> Entity {
entity_from_index_and_gen(index, *self.entity_generations.get(&index).unwrap())
}
/// Casts a [ray](spatial_query#raycasting) and computes the closest [hit](RayHitData) with a collider.
/// If there are no hits, `None` is returned.
///
/// ## Arguments
///
/// - `origin`: Where the ray is cast from.
/// - `direction`: What direction the ray is cast in.
/// - `max_time_of_impact`: The maximum distance that the ray can travel.
/// - `solid`: If true and the ray origin is inside of a collider, the hit point will be the ray origin itself.
/// Otherwise, the collider will be treated as hollow, and the hit point will be at the collider's boundary.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::cast_ray`]
pub fn cast_ray(
&self,
origin: Vector,
direction: Dir,
max_time_of_impact: Scalar,
solid: bool,
query_filter: SpatialQueryFilter,
) -> Option<RayHitData> {
let pipeline_shape = self.as_composite_shape(query_filter);
let ray = parry::query::Ray::new(origin.into(), direction.adjust_precision().into());
let mut visitor = RayCompositeShapeToiAndNormalBestFirstVisitor::new(
&pipeline_shape,
&ray,
max_time_of_impact,
solid,
);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|(_, (entity_index, hit))| RayHitData {
entity: self.entity_from_index(entity_index),
time_of_impact: hit.time_of_impact,
normal: hit.normal.into(),
})
}
/// Casts a [ray](spatial_query#raycasting) and computes the closest [hit](RayHitData) with a collider.
/// If there are no hits, `None` is returned.
///
/// ## Arguments
///
/// - `origin`: Where the ray is cast from.
/// - `direction`: What direction the ray is cast in.
/// - `max_time_of_impact`: The maximum distance that the ray can travel.
/// - `solid`: If true and the ray origin is inside of a collider, the hit point will be the ray origin itself.
/// Otherwise, the collider will be treated as hollow, and the hit point will be at the collider's boundary.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `predicate`: A function with which the colliders are filtered. Given the Entity it should return false, if the
/// entity should be ignored.
///
/// See also: [`SpatialQuery::cast_ray`]
pub fn cast_ray_predicate(
&self,
origin: Vector,
direction: Dir,
max_time_of_impact: Scalar,
solid: bool,
query_filter: SpatialQueryFilter,
predicate: &dyn Fn(Entity) -> bool,
) -> Option<RayHitData> {
let pipeline_shape = self.as_composite_shape_with_predicate(query_filter, predicate);
let ray = parry::query::Ray::new(origin.into(), direction.adjust_precision().into());
let mut visitor = RayCompositeShapeToiAndNormalBestFirstVisitor::new(
&pipeline_shape,
&ray,
max_time_of_impact,
solid,
);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|(_, (entity_index, hit))| RayHitData {
entity: self.entity_from_index(entity_index),
time_of_impact: hit.time_of_impact,
normal: hit.normal.into(),
})
}
/// Casts a [ray](spatial_query#raycasting) and computes all [hits](RayHitData) until `max_hits` is reached.
///
/// Note that the order of the results is not guaranteed, and if there are more hits than `max_hits`,
/// some hits will be missed.
///
/// ## Arguments
///
/// - `origin`: Where the ray is cast from.
/// - `direction`: What direction the ray is cast in.
/// - `max_time_of_impact`: The maximum distance that the ray can travel.
/// - `max_hits`: The maximum number of hits. Additional hits will be missed.
/// - `solid`: If true and the ray origin is inside of a collider, the hit point will be the ray origin itself.
/// Otherwise, the collider will be treated as hollow, and the hit point will be at the collider's boundary.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::ray_hits`]
pub fn ray_hits(
&self,
origin: Vector,
direction: Dir,
max_time_of_impact: Scalar,
max_hits: u32,
solid: bool,
query_filter: SpatialQueryFilter,
) -> Vec<RayHitData> {
let mut hits = Vec::with_capacity(10);
self.ray_hits_callback(
origin,
direction,
max_time_of_impact,
solid,
query_filter,
|hit| {
hits.push(hit);
(hits.len() as u32) < max_hits
},
);
hits
}
/// Casts a [ray](spatial_query#raycasting) and computes all [hits](RayHitData), calling the given `callback`
/// for each hit. The raycast stops when `callback` returns false or all hits have been found.
///
/// Note that the order of the results is not guaranteed.
///
/// ## Arguments
///
/// - `origin`: Where the ray is cast from.
/// - `direction`: What direction the ray is cast in.
/// - `max_time_of_impact`: The maximum distance that the ray can travel.
/// - `solid`: If true and the ray origin is inside of a collider, the hit point will be the ray origin itself.
/// Otherwise, the collider will be treated as hollow, and the hit point will be at the collider's boundary.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `callback`: A callback function called for each hit.
///
/// See also: [`SpatialQuery::ray_hits_callback`]
pub fn ray_hits_callback(
&self,
origin: Vector,
direction: Dir,
max_time_of_impact: Scalar,
solid: bool,
query_filter: SpatialQueryFilter,
mut callback: impl FnMut(RayHitData) -> bool,
) {
let colliders = &self.colliders;
let ray = parry::query::Ray::new(origin.into(), direction.adjust_precision().into());
let mut leaf_callback = &mut |entity_index: &u32| {
let entity = self.entity_from_index(*entity_index);
if let Some((iso, shape, layers)) = colliders.get(&entity) {
if query_filter.test(entity, *layers) {
if let Some(hit) = shape.shape_scaled().cast_ray_and_get_normal(
iso,
&ray,
max_time_of_impact,
solid,
) {
let hit = RayHitData {
entity,
time_of_impact: hit.time_of_impact,
normal: hit.normal.into(),
};
return callback(hit);
}
}
}
true
};
let mut visitor =
RayIntersectionsVisitor::new(&ray, max_time_of_impact, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// Casts a [shape](spatial_query#shapecasting) with a given rotation and computes the closest [hit](ShapeHits)
/// with a collider. If there are no hits, `None` is returned.
///
/// For a more ECS-based approach, consider using the [`ShapeCaster`] component instead.
///
/// ## Arguments
///
/// - `shape`: The shape being cast represented as a [`Collider`].
/// - `origin`: Where the shape is cast from.
/// - `shape_rotation`: The rotation of the shape being cast.
/// - `direction`: What direction the shape is cast in.
/// - `max_time_of_impact`: The maximum distance that the shape can travel.
/// - `ignore_origin_penetration`: If true and the shape is already penetrating a collider at the
/// shape origin, the hit will be ignored and only the next hit will be computed. Otherwise, the initial
/// hit will be returned.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::cast_shape`]
#[allow(clippy::too_many_arguments)]
pub fn cast_shape(
&self,
shape: &Collider,
origin: Vector,
shape_rotation: RotationValue,
direction: Dir,
max_time_of_impact: Scalar,
ignore_origin_penetration: bool,
query_filter: SpatialQueryFilter,
) -> Option<ShapeHitData> {
let rotation: Rotation;
#[cfg(feature = "2d")]
{
rotation = Rotation::radians(shape_rotation);
}
#[cfg(feature = "3d")]
{
rotation = Rotation::from(shape_rotation);
}
let shape_isometry = make_isometry(origin, rotation);
let shape_direction = direction.adjust_precision().into();
let pipeline_shape = self.as_composite_shape(query_filter);
let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new(
&*self.dispatcher,
&shape_isometry,
&shape_direction,
&pipeline_shape,
&**shape.shape_scaled(),
ShapeCastOptions {
max_time_of_impact,
stop_at_penetration: !ignore_origin_penetration,
..default()
},
);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|(_, (entity_index, hit))| ShapeHitData {
entity: self.entity_from_index(entity_index),
time_of_impact: hit.time_of_impact,
point1: hit.witness1.into(),
point2: hit.witness2.into(),
normal1: hit.normal1.into(),
normal2: hit.normal2.into(),
})
}
/// Casts a [shape](spatial_query#shapecasting) with a given rotation and computes computes all [hits](ShapeHitData)
/// in the order of the time of impact until `max_hits` is reached.
///
/// ## Arguments
///
/// - `shape`: The shape being cast represented as a [`Collider`].
/// - `origin`: Where the shape is cast from.
/// - `shape_rotation`: The rotation of the shape being cast.
/// - `direction`: What direction the shape is cast in.
/// - `max_time_of_impact`: The maximum distance that the shape can travel.
/// - `max_hits`: The maximum number of hits. Additional hits will be missed.
/// - `ignore_origin_penetration`: If true and the shape is already penetrating a collider at the
/// shape origin, the hit will be ignored and only the next hit will be computed. Otherwise, the initial
/// hit will be returned.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `callback`: A callback function called for each hit.
///
/// See also: [`SpatialQuery::shape_hits`]
#[allow(clippy::too_many_arguments)]
pub fn shape_hits(
&self,
shape: &Collider,
origin: Vector,
shape_rotation: RotationValue,
direction: Dir,
max_time_of_impact: Scalar,
max_hits: u32,
ignore_origin_penetration: bool,
query_filter: SpatialQueryFilter,
) -> Vec<ShapeHitData> {
let mut hits = Vec::with_capacity(10);
self.shape_hits_callback(
shape,
origin,
shape_rotation,
direction,
max_time_of_impact,
ignore_origin_penetration,
query_filter,
|hit| {
hits.push(hit);
(hits.len() as u32) < max_hits
},
);
hits
}
/// Casts a [shape](spatial_query#shapecasting) with a given rotation and computes computes all [hits](ShapeHitData)
/// in the order of the time of impact, calling the given `callback` for each hit. The shapecast stops when
/// `callback` returns false or all hits have been found.
///
/// ## Arguments
///
/// - `shape`: The shape being cast represented as a [`Collider`].
/// - `origin`: Where the shape is cast from.
/// - `shape_rotation`: The rotation of the shape being cast.
/// - `direction`: What direction the shape is cast in.
/// - `max_time_of_impact`: The maximum distance that the shape can travel.
/// - `ignore_origin_penetration`: If true and the shape is already penetrating a collider at the
/// shape origin, the hit will be ignored and only the next hit will be computed. Otherwise, the initial
/// hit will be returned.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `callback`: A callback function called for each hit.
///
/// See also: [`SpatialQuery::shape_hits_callback`]
#[allow(clippy::too_many_arguments)]
pub fn shape_hits_callback(
&self,
shape: &Collider,
origin: Vector,
shape_rotation: RotationValue,
direction: Dir,
max_time_of_impact: Scalar,
ignore_origin_penetration: bool,
mut query_filter: SpatialQueryFilter,
mut callback: impl FnMut(ShapeHitData) -> bool,
) {
let rotation: Rotation;
#[cfg(feature = "2d")]
{
rotation = Rotation::radians(shape_rotation);
}
#[cfg(feature = "3d")]
{
rotation = Rotation::from(shape_rotation);
}
let shape_isometry = make_isometry(origin, rotation);
let shape_direction = direction.adjust_precision().into();
loop {
let pipeline_shape = self.as_composite_shape(query_filter.clone());
let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new(
&*self.dispatcher,
&shape_isometry,
&shape_direction,
&pipeline_shape,
&**shape.shape_scaled(),
ShapeCastOptions {
max_time_of_impact,
stop_at_penetration: !ignore_origin_penetration,
..default()
},
);
if let Some(hit) =
self.qbvh
.traverse_best_first(&mut visitor)
.map(|(_, (entity_index, hit))| ShapeHitData {
entity: self.entity_from_index(entity_index),
time_of_impact: hit.time_of_impact,
point1: hit.witness1.into(),
point2: hit.witness2.into(),
normal1: hit.normal1.into(),
normal2: hit.normal2.into(),
})
{
query_filter.excluded_entities.insert(hit.entity);
if !callback(hit) {
break;
}
} else {
break;
}
}
}
/// Finds the [projection](spatial_query#point-projection) of a given point on the closest [collider](Collider).
/// If one isn't found, `None` is returned.
///
/// ## Arguments
///
/// - `point`: The point that should be projected.
/// - `solid`: If true and the point is inside of a collider, the projection will be at the point.
/// Otherwise, the collider will be treated as hollow, and the projection will be at the collider's boundary.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::project_point`]
pub fn project_point(
&self,
point: Vector,
solid: bool,
query_filter: SpatialQueryFilter,
) -> Option<PointProjection> {
let point = point.into();
let pipeline_shape = self.as_composite_shape(query_filter);
let mut visitor =
PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, &point, solid);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|(_, (projection, entity_index))| PointProjection {
entity: self.entity_from_index(entity_index),
point: projection.point.into(),
is_inside: projection.is_inside,
})
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [collider](Collider)
/// that contains the given point.
///
/// ## Arguments
///
/// - `point`: The point that intersections are tested against.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::point_intersections`]
pub fn point_intersections(
&self,
point: Vector,
query_filter: SpatialQueryFilter,
) -> Vec<Entity> {
let mut intersections = vec![];
self.point_intersections_callback(point, query_filter, |e| {
intersections.push(e);
true
});
intersections
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [collider](Collider)
/// that contains the given point, calling the given `callback` for each intersection.
/// The search stops when `callback` returns `false` or all intersections have been found.
///
/// ## Arguments
///
/// - `point`: The point that intersections are tested against.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `callback`: A callback function called for each intersection.
///
/// See also: [`SpatialQuery::point_intersections_callback`]
pub fn point_intersections_callback(
&self,
point: Vector,
query_filter: SpatialQueryFilter,
mut callback: impl FnMut(Entity) -> bool,
) {
let point = point.into();
let mut leaf_callback = &mut |entity_index: &u32| {
let entity = self.entity_from_index(*entity_index);
if let Some((isometry, shape, layers)) = self.colliders.get(&entity) {
if query_filter.test(entity, *layers)
&& shape.shape_scaled().contains_point(isometry, &point)
{
return callback(entity);
}
}
true
};
let mut visitor = PointIntersectionsVisitor::new(&point, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [`ColliderAabb`]
/// that is intersecting the given `aabb`.
///
/// See also: [`SpatialQuery::point_intersections_callback`]
pub fn aabb_intersections_with_aabb(&self, aabb: ColliderAabb) -> Vec<Entity> {
let mut intersections = vec![];
self.aabb_intersections_with_aabb_callback(aabb, |e| {
intersections.push(e);
true
});
intersections
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [`ColliderAabb`]
/// that is intersecting the given `aabb`, calling `callback` for each intersection.
/// The search stops when `callback` returns `false` or all intersections have been found.
///
/// See also: [`SpatialQuery::aabb_intersections_with_aabb_callback`]
pub fn aabb_intersections_with_aabb_callback(
&self,
aabb: ColliderAabb,
mut callback: impl FnMut(Entity) -> bool,
) {
let mut leaf_callback = |entity_index: &u32| {
let entity = self.entity_from_index(*entity_index);
callback(entity)
};
let mut visitor = BoundingVolumeIntersectionsVisitor::new(
&Aabb {
mins: aabb.min.into(),
maxs: aabb.max.into(),
},
&mut leaf_callback,
);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [`Collider`]
/// that is intersecting the given `shape` with a given position and rotation.
///
/// ## Arguments
///
/// - `shape`: The shape that intersections are tested against represented as a [`Collider`].
/// - `shape_position`: The position of the shape.
/// - `shape_rotation`: The rotation of the shape.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
///
/// See also: [`SpatialQuery::shape_intersections`]
pub fn shape_intersections(
&self,
shape: &Collider,
shape_position: Vector,
shape_rotation: RotationValue,
query_filter: SpatialQueryFilter,
) -> Vec<Entity> {
let mut intersections = vec![];
self.shape_intersections_callback(
shape,
shape_position,
shape_rotation,
query_filter,
|e| {
intersections.push(e);
true
},
);
intersections
}
/// An [intersection test](spatial_query#intersection-tests) that finds all entities with a [`Collider`]
/// that is intersecting the given `shape` with a given position and rotation, calling `callback` for each
/// intersection. The search stops when `callback` returns `false` or all intersections have been found.
///
/// ## Arguments
///
/// - `shape`: The shape that intersections are tested against represented as a [`Collider`].
/// - `shape_position`: The position of the shape.
/// - `shape_rotation`: The rotation of the shape.
/// - `query_filter`: A [`SpatialQueryFilter`] that determines which colliders are taken into account in the query.
/// - `callback`: A callback function called for each intersection.
///
/// See also: [`SpatialQuery::shape_intersections_callback`]
pub fn shape_intersections_callback(
&self,
shape: &Collider,
shape_position: Vector,
shape_rotation: RotationValue,
query_filter: SpatialQueryFilter,
mut callback: impl FnMut(Entity) -> bool,
) {
let colliders = &self.colliders;
let rotation: Rotation;
#[cfg(feature = "2d")]
{
rotation = Rotation::radians(shape_rotation);
}
#[cfg(feature = "3d")]
{
rotation = Rotation::from(shape_rotation);
}
let shape_isometry = make_isometry(shape_position, rotation);
let inverse_shape_isometry = shape_isometry.inverse();
let dispatcher = &*self.dispatcher;
let mut leaf_callback = &mut |entity_index: &u32| {
let entity = self.entity_from_index(*entity_index);
if let Some((collider_isometry, collider, layers)) = colliders.get(&entity) {
if query_filter.test(entity, *layers) {
let isometry = inverse_shape_isometry * collider_isometry;
if dispatcher.intersection_test(
&isometry,
&**shape.shape_scaled(),
&**collider.shape_scaled(),
) == Ok(true)
{
return callback(entity);
}
}
}
true
};
let shape_aabb = shape.shape_scaled().compute_aabb(&shape_isometry);
let mut visitor = BoundingVolumeIntersectionsVisitor::new(&shape_aabb, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
}
pub(crate) struct QueryPipelineAsCompositeShape<'a> {
colliders: &'a HashMap<Entity, (Isometry<Scalar>, Collider, CollisionLayers)>,
pipeline: &'a SpatialQueryPipeline,
query_filter: SpatialQueryFilter,
}
impl<'a> TypedSimdCompositeShape for QueryPipelineAsCompositeShape<'a> {
type PartShape = dyn Shape;
type PartNormalConstraints = dyn NormalConstraints;
type PartId = u32;
fn map_typed_part_at(
&self,
shape_id: Self::PartId,
mut f: impl FnMut(
Option<&Isometry<Scalar>>,
&Self::PartShape,
Option<&Self::PartNormalConstraints>,
),
) {
if let Some((entity, (iso, shape, layers))) =
self.colliders.get_key_value(&entity_from_index_and_gen(
shape_id,
*self.pipeline.entity_generations.get(&shape_id).unwrap(),
))
{
if self.query_filter.test(*entity, *layers) {
f(Some(iso), &**shape.shape_scaled(), None);
}
}
}
fn map_untyped_part_at(
&self,
shape_id: Self::PartId,
f: impl FnMut(Option<&Isometry<Scalar>>, &dyn Shape, Option<&dyn NormalConstraints>),
) {
self.map_typed_part_at(shape_id, f);
}
fn typed_qbvh(&self) -> &Qbvh<Self::PartId> {
&self.pipeline.qbvh
}
}
pub(crate) struct QueryPipelineAsCompositeShapeWithPredicate<'a, 'b> {
colliders: &'a HashMap<Entity, (Isometry<Scalar>, Collider, CollisionLayers)>,
pipeline: &'a SpatialQueryPipeline,
query_filter: SpatialQueryFilter,
predicate: &'b dyn Fn(Entity) -> bool,
}
impl<'a, 'b> TypedSimdCompositeShape for QueryPipelineAsCompositeShapeWithPredicate<'a, 'b> {
type PartShape = dyn Shape;
type PartNormalConstraints = dyn NormalConstraints;
type PartId = u32;
fn map_typed_part_at(
&self,
shape_id: Self::PartId,
mut f: impl FnMut(
Option<&Isometry<Scalar>>,
&Self::PartShape,
Option<&Self::PartNormalConstraints>,
),
) {
if let Some((entity, (iso, shape, layers))) =
self.colliders.get_key_value(&entity_from_index_and_gen(
shape_id,
*self.pipeline.entity_generations.get(&shape_id).unwrap(),
))
{
if self.query_filter.test(*entity, *layers) && (self.predicate)(*entity) {
f(Some(iso), &**shape.shape_scaled(), None);
}
}
}
fn map_untyped_part_at(
&self,
shape_id: Self::PartId,
f: impl FnMut(Option<&Isometry<Scalar>>, &dyn Shape, Option<&dyn NormalConstraints>),
) {
self.map_typed_part_at(shape_id, f);
}
fn typed_qbvh(&self) -> &Qbvh<Self::PartId> {
&self.pipeline.qbvh
}
}
fn entity_from_index_and_gen(index: u32, generation: u32) -> bevy::prelude::Entity {
bevy::prelude::Entity::from_bits((generation as u64) << 32 | index as u64)
}
/// The result of a [point projection](spatial_query#point-projection) on a [collider](Collider).
#[derive(Clone, Debug, PartialEq, Reflect)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, PartialEq)]
pub struct PointProjection {
/// The entity of the collider that the point was projected onto.
pub entity: Entity,
/// The point where the point was projected.
pub point: Vector,
/// True if the point was inside of the collider.
pub is_inside: bool,
}