bevy_mod_raycast 0.2.2

Ray Casting for the Bevy Engine.
Documentation
# Ray Casting for Bevy



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A [Bevy](https://github.com/bevyengine/bevy) plugin for 3D ray casting against meshes. Used to build [`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking). Contributions welcome!

<img src="https://user-images.githubusercontent.com/2632925/113971363-7de2f000-97ed-11eb-8d82-58e2146caea8.gif" width="50%"><img src="https://user-images.githubusercontent.com/2632925/113972803-1b3f2380-97f0-11eb-8443-9c7db4fa8943.gif" width="50%">

## Uses


This plugin makes it simple to create ray casting sources, such as a transform (first person, third person shooter), or screenspace coordinates (mouse picking). Rays are shot from these sources every frame using a bevy system, and the intersections are stored in the ray casting source's component. 

- Only meshes that you mark with a component will be checked for intersections. 
- You can define which ray casting source(s) should interact with which mesh(es) by marking grouped sources and targets with the same type. 
- This plugin also provides some functionality to compute the intersection of rays with primitive shapes.
- Rudimentary acceleration is provided with opt-in bounding spheres.

## Bevy Version Support


I intend to track the `main` branch of Bevy. PRs supporting this are welcome! 

|bevy|bevy_mod_raycst|
|---|---|
|0.5|0.2|
|0.4|0.1|

## Examples


Mouse picking using a ray cast built using screen space coordinates:

```shell
cargo run --example mouse_picking --features ex
```

Ray casting from a camera using ray casts from the camera entity's GlobalTransform:

```shell
cargo run --example minimal --features ex
```