MeshRayCast

Struct MeshRayCast 

Source
pub struct MeshRayCast<'w, 's> { /* private fields */ }
Expand description

Add this ray casting SystemParam to your system to cast rays into the world with an immediate-mode API. Call cast_ray to immediately perform a ray cast and get a result.

Under the hood, this is a collection of regular bevy queries, resources, and local parameters that are added to your system.

§Usage

The following system casts a ray into the world with the ray positioned at the origin, pointing in the X-direction, and returns a list of intersections:

fn ray_cast_system(mut ray_cast: MeshRayCast) {
    let ray = Ray3d::new(Vec3::ZERO, Dir3::X);
    let hits = ray_cast.cast_ray(ray, &MeshRayCastSettings::default());
}

§Configuration

You can specify the behavior of the ray cast using MeshRayCastSettings. This allows you to filter out entities, configure early-out behavior, and set whether the Visibility of an entity should be considered.

fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
    let ray = Ray3d::new(Vec3::ZERO, Dir3::X);

    // Only ray cast against entities with the `Foo` component.
    let filter = |entity| foo_query.contains(entity);

    // Never early-exit. Note that you can change behavior per-entity.
    let early_exit_test = |_entity| false;

    // Ignore the visibility of entities. This allows ray casting hidden entities.
    let visibility = RayCastVisibility::Any;

    let settings = MeshRayCastSettings::default()
        .with_filter(&filter)
        .with_early_exit_test(&early_exit_test)
        .with_visibility(visibility);

    // Cast the ray with the settings, returning a list of intersections.
    let hits = ray_cast.cast_ray(ray, &settings);
}

Implementations§

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impl<'w, 's> MeshRayCast<'w, 's>

Source

pub fn cast_ray( &mut self, ray: Ray3d, settings: &MeshRayCastSettings<'_>, ) -> &[(Entity, RayMeshHit)]

Casts the ray into the world and returns a sorted list of intersections, nearest first.

Examples found in repository?
examples/3d/mesh_ray_cast.rs (line 52)
45fn bounce_ray(mut ray: Ray3d, ray_cast: &mut MeshRayCast, gizmos: &mut Gizmos, color: Color) {
46    let mut intersections = Vec::with_capacity(MAX_BOUNCES + 1);
47    intersections.push((ray.origin, Color::srgb(30.0, 0.0, 0.0)));
48
49    for i in 0..MAX_BOUNCES {
50        // Cast the ray and get the first hit
51        let Some((_, hit)) = ray_cast
52            .cast_ray(ray, &MeshRayCastSettings::default())
53            .first()
54        else {
55            break;
56        };
57
58        // Draw the point of intersection and add it to the list
59        let brightness = 1.0 + 10.0 * (1.0 - i as f32 / MAX_BOUNCES as f32);
60        intersections.push((hit.point, Color::BLACK.mix(&color, brightness)));
61        gizmos.sphere(hit.point, 0.005, Color::BLACK.mix(&color, brightness * 2.0));
62
63        // Reflect the ray off of the surface
64        ray.direction = Dir3::new(ray.direction.reflect(hit.normal)).unwrap();
65        ray.origin = hit.point + ray.direction * 1e-6;
66    }
67    gizmos.linestrip_gradient(intersections);
68}
More examples
Hide additional examples
examples/ui/render_ui_to_texture.rs (line 206)
174fn drive_diegetic_pointer(
175    mut cursor_last: Local<Vec2>,
176    mut raycast: MeshRayCast,
177    rays: Res<RayMap>,
178    cubes: Query<&Mesh3d, With<Cube>>,
179    ui_camera: Query<&Camera, With<Camera2d>>,
180    primary_window: Query<Entity, With<PrimaryWindow>>,
181    windows: Query<(Entity, &Window)>,
182    images: Res<Assets<Image>>,
183    manual_texture_views: Res<ManualTextureViews>,
184    mut window_events: MessageReader<WindowEvent>,
185    mut pointer_inputs: MessageWriter<PointerInput>,
186) -> Result {
187    // Get the size of the texture, so we can convert from dimensionless UV coordinates that span
188    // from 0 to 1, to pixel coordinates.
189    let target = ui_camera
190        .single()?
191        .target
192        .normalize(primary_window.single().ok())
193        .unwrap();
194    let target_info = target
195        .get_render_target_info(windows, &images, &manual_texture_views)
196        .unwrap();
197    let size = target_info.physical_size.as_vec2();
198
199    // Find raycast hits and update the virtual pointer.
200    let raycast_settings = MeshRayCastSettings {
201        visibility: RayCastVisibility::VisibleInView,
202        filter: &|entity| cubes.contains(entity),
203        early_exit_test: &|_| false,
204    };
205    for (_id, ray) in rays.iter() {
206        for (_cube, hit) in raycast.cast_ray(*ray, &raycast_settings) {
207            let position = size * hit.uv.unwrap();
208            if position != *cursor_last {
209                pointer_inputs.write(PointerInput::new(
210                    CUBE_POINTER_ID,
211                    Location {
212                        target: target.clone(),
213                        position,
214                    },
215                    PointerAction::Move {
216                        delta: position - *cursor_last,
217                    },
218                ));
219                *cursor_last = position;
220            }
221        }
222    }
223
224    // Pipe pointer button presses to the virtual pointer on the UI texture.
225    for window_event in window_events.read() {
226        if let WindowEvent::MouseButtonInput(input) = window_event {
227            let button = match input.button {
228                MouseButton::Left => PointerButton::Primary,
229                MouseButton::Right => PointerButton::Secondary,
230                MouseButton::Middle => PointerButton::Middle,
231                _ => continue,
232            };
233            let action = match input.state {
234                ButtonState::Pressed => PointerAction::Press(button),
235                ButtonState::Released => PointerAction::Release(button),
236            };
237            pointer_inputs.write(PointerInput::new(
238                CUBE_POINTER_ID,
239                Location {
240                    target: target.clone(),
241                    position: *cursor_last,
242                },
243                action,
244            ));
245        }
246    }
247
248    Ok(())
249}

Trait Implementations§

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impl SystemParam for MeshRayCast<'_, '_>

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type State = FetchState

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = MeshRayCast<'w, 's>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state(world: &mut World) -> <MeshRayCast<'_, '_> as SystemParam>::State

Creates a new instance of this param’s State.
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fn init_access( state: &<MeshRayCast<'_, '_> as SystemParam>::State, system_meta: &mut SystemMeta, component_access_set: &mut FilteredAccessSet, world: &mut World, )

Registers any World access used by this SystemParam
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fn apply( state: &mut <MeshRayCast<'_, '_> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during ApplyDeferred.
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fn queue( state: &mut <MeshRayCast<'_, '_> as SystemParam>::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )

Queues any deferred mutations to be applied at the next ApplyDeferred.
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unsafe fn validate_param<'w, 's>( state: &'s mut <MeshRayCast<'_, '_> as SystemParam>::State, _system_meta: &SystemMeta, _world: UnsafeWorldCell<'w>, ) -> Result<(), SystemParamValidationError>

Validates that the param can be acquired by the get_param. Read more
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unsafe fn get_param<'w, 's>( state: &'s mut <MeshRayCast<'_, '_> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <MeshRayCast<'_, '_> as SystemParam>::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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impl<'w, 's> ReadOnlySystemParam for MeshRayCast<'w, 's>

Auto Trait Implementations§

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impl<'w, 's> Freeze for MeshRayCast<'w, 's>

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impl<'w, 's> !RefUnwindSafe for MeshRayCast<'w, 's>

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impl<'w, 's> Send for MeshRayCast<'w, 's>

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impl<'w, 's> Sync for MeshRayCast<'w, 's>

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impl<'w, 's> Unpin for MeshRayCast<'w, 's>

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impl<'w, 's> !UnwindSafe for MeshRayCast<'w, 's>

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