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