avian3d/spatial_query/
shape_caster.rs

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use crate::prelude::*;
use bevy::{
    ecs::{
        component::ComponentId,
        entity::{EntityMapper, MapEntities},
        world::DeferredWorld,
    },
    prelude::*,
};
use parry::query::{details::TOICompositeShapeShapeBestFirstVisitor, ShapeCastOptions};

/// A component used for [shapecasting](spatial_query#shapecasting).
///
/// **Shapecasting** is a type of [spatial query](spatial_query) where a shape travels along a straight
/// line and computes hits with colliders. This is often used to determine how far an object can move
/// in a direction before it hits something.
///
/// Each shapecast is defined by a `shape` (a [`Collider`]), its local `shape_rotation`, a local `origin` and
/// a local `direction`. The [`ShapeCaster`] will find each hit and add them to the [`ShapeHits`] component in
/// the order of distance.
///
/// Computing lots of hits can be expensive, especially against complex geometry, so the maximum number of hits
/// is one by default. This can be configured through the `max_hits` property.
///
/// The [`ShapeCaster`] is the easiest way to handle simple shapecasting. If you want more control and don't want
/// to perform shapecasts on every frame, consider using the [`SpatialQuery`] system parameter.
///
/// # Example
///
/// ```
/// # #[cfg(feature = "2d")]
/// # use avian2d::prelude::*;
/// # #[cfg(feature = "3d")]
/// use avian3d::prelude::*;
/// use bevy::prelude::*;
///
/// # #[cfg(all(feature = "3d", feature = "f32"))]
/// fn setup(mut commands: Commands) {
///     // Spawn a shape caster with a ball shape moving right starting from the origin
///     commands.spawn(ShapeCaster::new(
#[cfg_attr(feature = "2d", doc = "        Collider::circle(0.5),")]
#[cfg_attr(feature = "3d", doc = "        Collider::sphere(0.5),")]
///         Vec3::ZERO,
///         Quat::default(),
///         Dir3::X,
///     ));
/// }
///
/// fn print_hits(query: Query<(&ShapeCaster, &ShapeHits)>) {
///     for (shape_caster, hits) in &query {
///         for hit in hits.iter() {
///             println!("Hit entity {}", hit.entity);
///         }
///     }
/// }
/// ```
#[derive(Component, Clone, Debug, Reflect)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component)]
#[component(on_add = on_add_shape_caster)]
#[require(ShapeHits)]
pub struct ShapeCaster {
    /// Controls if the shape caster is enabled.
    pub enabled: bool,

    /// The shape being cast represented as a [`Collider`].
    #[reflect(ignore)]
    pub shape: Collider,

    /// The local origin of the shape relative to the [`Position`] and [`Rotation`]
    /// of the shape caster entity or its parent.
    ///
    /// To get the global origin, use the `global_origin` method.
    pub origin: Vector,

    /// The global origin of the shape.
    global_origin: Vector,

    /// The local rotation of the shape being cast relative to the [`Rotation`]
    /// of the shape caster entity or its parent. Expressed in radians.
    ///
    /// To get the global shape rotation, use the `global_shape_rotation` method.
    #[cfg(feature = "2d")]
    pub shape_rotation: Scalar,

    /// The local rotation of the shape being cast relative to the [`Rotation`]
    /// of the shape caster entity or its parent.
    ///
    /// To get the global shape rotation, use the `global_shape_rotation` method.
    #[cfg(feature = "3d")]
    pub shape_rotation: Quaternion,

    /// The global rotation of the shape.
    #[cfg(feature = "2d")]
    global_shape_rotation: Scalar,

    /// The global rotation of the shape.
    #[cfg(feature = "3d")]
    global_shape_rotation: Quaternion,

    /// The local direction of the shapecast relative to the [`Rotation`] of the shape caster entity or its parent.
    ///
    /// To get the global direction, use the `global_direction` method.
    pub direction: Dir,

    /// The global direction of the shapecast.
    global_direction: Dir,

    /// The maximum number of hits allowed. By default this is one and only the first hit is returned.
    pub max_hits: u32,

    /// The maximum distance the shape can travel.
    ///
    /// By default, this is infinite.
    #[doc(alias = "max_time_of_impact")]
    pub max_distance: Scalar,

    /// The separation distance at which the shapes will be considered as impacting.
    ///
    /// If the shapes are separated by a distance smaller than `target_distance` at the origin of the cast,
    /// the computed contact points and normals are only reliable if [`ShapeCaster::compute_contact_on_penetration`]
    /// is set to `true`.
    ///
    /// By default, this is `0.0`, so the shapes will only be considered as impacting when they first touch.
    pub target_distance: Scalar,

    /// If `true`, contact points and normals will be calculated even when the cast distance is `0.0`.
    ///
    /// The default is `true`.
    pub compute_contact_on_penetration: bool,

    /// If `true` *and* the shape is travelling away from the object that was hit,
    /// the cast will ignore any impact that happens at the cast origin.
    ///
    /// The default is `false`.
    pub ignore_origin_penetration: bool,

    /// If true, the shape caster ignores hits against its own [`Collider`]. This is the default.
    pub ignore_self: bool,

    /// Rules that determine which colliders are taken into account in the shape cast.
    pub query_filter: SpatialQueryFilter,
}

impl Default for ShapeCaster {
    fn default() -> Self {
        Self {
            enabled: true,
            #[cfg(feature = "2d")]
            shape: Collider::circle(0.0),
            #[cfg(feature = "3d")]
            shape: Collider::sphere(0.0),
            origin: Vector::ZERO,
            global_origin: Vector::ZERO,
            #[cfg(feature = "2d")]
            shape_rotation: 0.0,
            #[cfg(feature = "3d")]
            shape_rotation: Quaternion::IDENTITY,
            #[cfg(feature = "2d")]
            global_shape_rotation: 0.0,
            #[cfg(feature = "3d")]
            global_shape_rotation: Quaternion::IDENTITY,
            direction: Dir::X,
            global_direction: Dir::X,
            max_hits: 1,
            max_distance: Scalar::MAX,
            target_distance: 0.0,
            compute_contact_on_penetration: true,
            ignore_origin_penetration: false,
            ignore_self: true,
            query_filter: SpatialQueryFilter::default(),
        }
    }
}

impl ShapeCaster {
    /// Creates a new [`ShapeCaster`] with a given shape, origin, shape rotation and direction.
    #[cfg(feature = "2d")]
    pub fn new(
        shape: impl Into<Collider>,
        origin: Vector,
        shape_rotation: Scalar,
        direction: Dir,
    ) -> Self {
        Self {
            shape: shape.into(),
            origin,
            shape_rotation,
            direction,
            ..default()
        }
    }
    #[cfg(feature = "3d")]
    /// Creates a new [`ShapeCaster`] with a given shape, origin, shape rotation and direction.
    pub fn new(
        shape: impl Into<Collider>,
        origin: Vector,
        shape_rotation: Quaternion,
        direction: Dir,
    ) -> Self {
        Self {
            shape: shape.into(),
            origin,
            shape_rotation,
            direction,
            ..default()
        }
    }

    /// Sets the ray origin.
    pub fn with_origin(mut self, origin: Vector) -> Self {
        self.origin = origin;
        self
    }

    /// Sets the ray direction.
    pub fn with_direction(mut self, direction: Dir) -> Self {
        self.direction = direction;
        self
    }

    /// Sets the separation distance at which the shapes will be considered as impacting.
    ///
    /// If the shapes are separated by a distance smaller than `target_distance` at the origin of the cast,
    /// the computed contact points and normals are only reliable if [`ShapeCaster::compute_contact_on_penetration`]
    /// is set to `true`.
    ///
    /// By default, this is `0.0`, so the shapes will only be considered as impacting when they first touch.
    pub fn with_target_distance(mut self, target_distance: Scalar) -> Self {
        self.target_distance = target_distance;
        self
    }

    /// Sets if contact points and normals should be calculated even when the cast distance is `0.0`.
    ///
    /// The default is `true`.
    pub fn with_compute_contact_on_penetration(mut self, compute_contact: bool) -> Self {
        self.compute_contact_on_penetration = compute_contact;
        self
    }

    /// Controls how the shapecast behaves when the shape is already penetrating a [collider](Collider)
    /// at the shape origin.
    ///
    /// If set to `true` **and** the shape is being cast in a direction where it will eventually stop penetrating,
    /// the shapecast will not stop immediately, and will instead continue until another hit.\
    /// If set to false, the shapecast will stop immediately and return the hit. This is the default.
    pub fn with_ignore_origin_penetration(mut self, ignore: bool) -> Self {
        self.ignore_origin_penetration = ignore;
        self
    }

    /// Sets if the shape caster should ignore hits against its own [`Collider`].
    ///
    /// The default is `true`.
    pub fn with_ignore_self(mut self, ignore: bool) -> Self {
        self.ignore_self = ignore;
        self
    }

    /// Sets the maximum distance the shape can travel.
    pub fn with_max_distance(mut self, max_distance: Scalar) -> Self {
        self.max_distance = max_distance;
        self
    }

    /// Sets the maximum time of impact, i.e. the maximum distance that the shape is allowed to travel.
    #[deprecated(since = "0.2.0", note = "Renamed to `with_max_distance`")]
    pub fn with_max_time_of_impact(self, max_time_of_impact: Scalar) -> Self {
        self.with_max_distance(max_time_of_impact)
    }

    /// Sets the maximum number of allowed hits.
    pub fn with_max_hits(mut self, max_hits: u32) -> Self {
        self.max_hits = max_hits;
        self
    }

    /// Sets the shape caster's [query filter](SpatialQueryFilter) that controls which colliders
    /// should be included or excluded by shapecasts.
    pub fn with_query_filter(mut self, query_filter: SpatialQueryFilter) -> Self {
        self.query_filter = query_filter;
        self
    }

    /// Enables the [`ShapeCaster`].
    pub fn enable(&mut self) {
        self.enabled = true;
    }

    /// Disables the [`ShapeCaster`].
    pub fn disable(&mut self) {
        self.enabled = false;
    }

    /// Returns the global origin of the ray.
    pub fn global_origin(&self) -> Vector {
        self.global_origin
    }

    /// Returns the global rotation of the shape.
    #[cfg(feature = "2d")]
    pub fn global_shape_rotation(&self) -> Scalar {
        self.global_shape_rotation
    }

    /// Returns the global rotation of the shape.
    #[cfg(feature = "3d")]
    pub fn global_shape_rotation(&self) -> Quaternion {
        self.global_shape_rotation
    }

    /// Returns the global direction of the ray.
    pub fn global_direction(&self) -> Dir {
        self.global_direction
    }

    /// Sets the global origin of the ray.
    pub(crate) fn set_global_origin(&mut self, global_origin: Vector) {
        self.global_origin = global_origin;
    }

    /// Sets the global rotation of the shape.
    #[cfg(feature = "2d")]
    pub(crate) fn set_global_shape_rotation(&mut self, global_rotation: Scalar) {
        self.global_shape_rotation = global_rotation;
    }

    /// Sets the global rotation of the shape.
    #[cfg(feature = "3d")]
    pub(crate) fn set_global_shape_rotation(&mut self, global_rotation: Quaternion) {
        self.global_shape_rotation = global_rotation;
    }

    /// Sets the global direction of the ray.
    pub(crate) fn set_global_direction(&mut self, global_direction: Dir) {
        self.global_direction = global_direction;
    }

    pub(crate) fn cast(
        &self,
        caster_entity: Entity,
        hits: &mut ShapeHits,
        query_pipeline: &SpatialQueryPipeline,
    ) {
        // TODO: This clone is here so that the excluded entities in the original `query_filter` aren't modified.
        //       We could remove this if shapecasting could compute multiple hits without just doing casts in a loop.
        //       See https://github.com/Jondolf/avian/issues/403.
        let mut query_filter = self.query_filter.clone();

        if self.ignore_self {
            query_filter.excluded_entities.insert(caster_entity);
        }

        hits.count = 0;

        let shape_rotation: Rotation;
        #[cfg(feature = "2d")]
        {
            shape_rotation = Rotation::radians(self.global_shape_rotation());
        }
        #[cfg(feature = "3d")]
        {
            shape_rotation = Rotation::from(self.global_shape_rotation());
        }

        let shape_isometry = make_isometry(self.global_origin(), shape_rotation);
        let shape_direction = self.global_direction().adjust_precision().into();

        while hits.count < self.max_hits {
            let pipeline_shape = query_pipeline.as_composite_shape(&query_filter);
            let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new(
                &*query_pipeline.dispatcher,
                &shape_isometry,
                &shape_direction,
                &pipeline_shape,
                &**self.shape.shape_scaled(),
                ShapeCastOptions {
                    max_time_of_impact: self.max_distance,
                    stop_at_penetration: !self.ignore_origin_penetration,
                    ..default()
                },
            );

            if let Some(hit) = query_pipeline.qbvh.traverse_best_first(&mut visitor).map(
                |(_, (entity_index, hit))| ShapeHitData {
                    entity: query_pipeline.entity_from_index(entity_index),
                    distance: hit.time_of_impact,
                    point1: hit.witness1.into(),
                    point2: hit.witness2.into(),
                    normal1: hit.normal1.into(),
                    normal2: hit.normal2.into(),
                },
            ) {
                if (hits.vector.len() as u32) < hits.count + 1 {
                    hits.vector.push(hit);
                } else {
                    hits.vector[hits.count as usize] = hit;
                }

                hits.count += 1;
                query_filter.excluded_entities.insert(hit.entity);
            } else {
                return;
            }
        }
    }
}

fn on_add_shape_caster(mut world: DeferredWorld, entity: Entity, _component_id: ComponentId) {
    let shape_caster = world.get::<ShapeCaster>(entity).unwrap();
    let max_hits = if shape_caster.max_hits == u32::MAX {
        10
    } else {
        shape_caster.max_hits as usize
    };

    // Initialize capacity for hits
    world.get_mut::<ShapeHits>(entity).unwrap().vector = Vec::with_capacity(max_hits);
}

/// Configuration for a shape cast.
#[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 ShapeCastConfig {
    /// The maximum distance the shape can travel.
    ///
    /// By default, this is infinite.
    #[doc(alias = "max_time_of_impact")]
    pub max_distance: Scalar,

    /// The separation distance at which the shapes will be considered as impacting.
    ///
    /// If the shapes are separated by a distance smaller than `target_distance` at the origin of the cast,
    /// the computed contact points and normals are only reliable if [`ShapeCastConfig::compute_contact_on_penetration`]
    /// is set to `true`.
    ///
    /// By default, this is `0.0`, so the shapes will only be considered as impacting when they first touch.
    pub target_distance: Scalar,

    /// If `true`, contact points and normals will be calculated even when the cast distance is `0.0`.
    ///
    /// The default is `true`.
    pub compute_contact_on_penetration: bool,

    /// If `true` *and* the shape is travelling away from the object that was hit,
    /// the cast will ignore any impact that happens at the cast origin.
    ///
    /// The default is `false`.
    pub ignore_origin_penetration: bool,
}

impl Default for ShapeCastConfig {
    fn default() -> Self {
        Self::DEFAULT
    }
}

impl ShapeCastConfig {
    /// The default [`ShapeCastConfig`] configuration.
    pub const DEFAULT: Self = Self {
        max_distance: Scalar::MAX,
        target_distance: 0.0,
        compute_contact_on_penetration: true,
        ignore_origin_penetration: false,
    };

    /// Creates a new [`ShapeCastConfig`] with a given maximum distance the shape can travel.
    #[inline]
    pub const fn from_max_distance(max_distance: Scalar) -> Self {
        Self {
            max_distance,
            target_distance: 0.0,
            compute_contact_on_penetration: true,
            ignore_origin_penetration: false,
        }
    }

    /// Creates a new [`ShapeCastConfig`] with a given separation distance at which
    /// the shapes will be considered as impacting.
    #[inline]
    pub const fn from_target_distance(target_distance: Scalar) -> Self {
        Self {
            max_distance: Scalar::MAX,
            target_distance,
            compute_contact_on_penetration: true,
            ignore_origin_penetration: false,
        }
    }

    /// Sets the maximum distance the shape can travel.
    #[inline]
    pub const fn with_max_distance(mut self, max_distance: Scalar) -> Self {
        self.max_distance = max_distance;
        self
    }

    /// Sets the separation distance at which the shapes will be considered as impacting.
    #[inline]
    pub const fn with_target_distance(mut self, target_distance: Scalar) -> Self {
        self.target_distance = target_distance;
        self
    }
}

/// Contains the hits of a shape cast by a [`ShapeCaster`]. The hits are in the order of distance.
///
/// The maximum number of hits depends on the value of `max_hits` in [`ShapeCaster`]. By default only
/// one hit is computed, as shapecasting for many results can be expensive.
///
/// # Example
///
/// ```
/// # #[cfg(feature = "2d")]
/// # use avian2d::prelude::*;
/// # #[cfg(feature = "3d")]
/// use avian3d::prelude::*;
/// use bevy::prelude::*;
///
/// fn print_hits(query: Query<&ShapeHits, With<ShapeCaster>>) {
///     for hits in &query {
///         for hit in hits.iter() {
///             println!("Hit entity {} with distance {}", hit.entity, hit.distance);
///         }
///     }
/// }
/// ```
#[derive(Component, Clone, Debug, Default, Reflect, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, Component, PartialEq)]
pub struct ShapeHits {
    pub(crate) vector: Vec<ShapeHitData>,
    pub(crate) count: u32,
}

impl ShapeHits {
    /// Returns a slice over the shapecast hits.
    pub fn as_slice(&self) -> &[ShapeHitData] {
        &self.vector[0..self.count as usize]
    }

    /// Returns the number of hits.
    #[doc(alias = "count")]
    pub fn len(&self) -> usize {
        self.count as usize
    }

    /// Returns true if the number of hits is 0.
    pub fn is_empty(&self) -> bool {
        self.count == 0
    }

    /// Clears the hits.
    pub fn clear(&mut self) {
        self.vector.clear();
        self.count = 0;
    }

    /// Returns an iterator over the hits in the order of distance.
    pub fn iter(&self) -> std::slice::Iter<ShapeHitData> {
        self.as_slice().iter()
    }
}

impl MapEntities for ShapeHits {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        for hit in &mut self.vector {
            hit.map_entities(entity_mapper);
        }
    }
}

/// Data related to a hit during a [shapecast](spatial_query#shapecasting).
#[derive(Clone, Copy, Debug, PartialEq, Reflect)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
#[reflect(Debug, PartialEq)]
pub struct ShapeHitData {
    /// The entity of the collider that was hit by the shape.
    pub entity: Entity,

    /// How far the shape travelled before the initial hit.
    #[doc(alias = "time_of_impact")]
    pub distance: Scalar,

    /// The closest point on the shape that was hit, expressed in world space.
    ///
    /// If the shapes are penetrating or the target distance is greater than zero,
    /// this will be different from `point2`.
    pub point1: Vector,

    /// The closest point on the shape that was cast, expressed in world space.
    ///
    /// If the shapes are penetrating or the target distance is greater than zero,
    /// this will be different from `point1`.
    pub point2: Vector,

    /// The outward surface normal on the hit shape at `point1`, expressed in world space.
    pub normal1: Vector,

    /// The outward surface normal on the cast shape at `point2`, expressed in world space.
    pub normal2: Vector,
}

impl MapEntities for ShapeHitData {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        self.entity = entity_mapper.map_entity(self.entity);
    }
}