Expand description
A raycasting backend for bevy_mod_picking that uses rapier for raycasting.
§Usage
If a pointer passes through this camera’s render target, it will automatically shoot rays into the rapier scene and will be able to pick things.
To ignore an entity, you can add Pickable::IGNORE to it, and it will be ignored during
raycasting.
For fine-grained control, see the RapierBackendSettings::require_markers setting.
§Limitations
Because raycasting is expensive, only the closest intersection will be reported. This means that
unlike some UI, you cannot hover multiple rapier objects with a single pointer by configuring
the Pickable component to not block lower elements but still emit events. As mentioned
above, all that is supported is completely ignoring an entity with Pickable::IGNORE.
This is probably not a meaningful limitation, as the feature is usually only used in UI where you might want a pointer to be able to pick multiple elements that are on top of each other. If are trying to build a UI out of rapier entities, beware, I suppose.
Re-exports§
pub use bevy_rapier3d;
Modules§
- prelude
- Commonly used imports.
Structs§
- Rapier
Backend - Adds the
rapierraycasting picking backend to your app. - Rapier
Backend Settings - Runtime settings for the
RapierBackend. - Rapier
Pickable - Optional. Marks cameras and target entities that should be used in the rapier picking backend.
Only needed if
RapierBackendSettings::require_markersis set to true.
Functions§
- update_
hits - Raycasts into the scene using
RapierBackendSettingsandPointerLocations, then outputsPointerHits.