scene_queries_shape_casting
Shape-casting (aka. sweep tests) is the big brother of ray-casting. The only difference with ray-cast is that instead of being a point travelling along a straight line, we have a complete shape travelling along a straight line. This is typically used for character controllers in games to determine by how much the player can move before it hits the environment.
Just like ray-casting, it is possible to control the behavior of the shape-casting like limiting the distance
travelled by the shape cast, and ignoring some colliders. See the details about the max_toi
and
filter
arguments in the ray-casting section.
There is only one shape-casting method: World.castShape
.
This method has similar arguments as World.castRay
except
that the ray is replaced by three arguments: the shape being cast, the initial position of the shape (this is analog to ray.origin
) and
the linear velocity the shape is travelling at (this is analog to ray.dir
):
- Example 2D
- Example 3D
let shapePos = { x: 0.0, y: 1.0 };
let shapeRot = 0.2;
let shapeVel = { x: 0.1, y: 0.4 };
let shape = new RAPIER.Cuboid(1.0, 2.0);
let targetDistance = 0.0;
let maxToi = 4.0;
// Optional parameters:
let stopAtPenetration = true;
let filterFlags = QueryFilterFlags.EXCLUDE_DYNAMIC;
let filterGroups = 0x000b0001;
let filterExcludeCollider = collider;
let filterExcludeRigidBody = rigidBody;
let hit = world.castShape(shapePos, shapeRot, shapeVel, shape, targetDistance, maxToi,
stopAtPenetration, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody);
if (hit != null) {
// The first collider hit has the handle `handle`. The `hit` is a
// structure containing details about the hit configuration.
console.log("Hit the collider", hit.collider, "at time", hit.time_of_impact);
}
let shapePos = { x: 0.0, y: 1.0, z: 0.0 };
let shapeRot = { w: 1.0, x: 0.0, y: 0.0, z: 0.0 };
let shapeVel = { x: 0.1, y: 0.4, z: 1.0 };
let shape = new RAPIER.Cuboid(1.0, 2.0, 3.0);
let targetDistance = 0.0;
let maxToi = 4.0;
// Optional parameters:
let stopAtPenetration = true;
let filterFlags = QueryFilterFlags.EXCLUDE_DYNAMIC;
let filterGroups = 0x000b0001;
let filterExcludeCollider = collider;
let filterExcludeRigidBody = rigidBody;
let hit = world.castShape(shapePos, shapeRot, shapeVel, shape, targetDistance, maxToi,
stopAtPenetration, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody);
if (hit != null) {
// The first collider hit has the handle `handle`. The `hit` is a
// structure containing details about the hit configuration.
console.log("Hit the collider", hit.collider, "at time", hit.time_of_impact);
}
The result of the shape-casting includes the handle of the first collider being hit, as well as detailed information about the geometry of the hit:
hit.toi
: indicates the time of impact between the shape and the collider hit. This means that after travelling a distance ofshapeVel * hit.toi
the collider and the cast shape are exactly touching. Ifhit.toi == 0.0
then the shape is already intersecting a collider at its initial position.hit.witness1
: indicates the contact point when the cast shape and the collider are touching, expressed in the local-space of the collider hit by the shape.hit.witness2
: indicates the contact point when the cast shape and the collider are touching, expressed in the local-space of the cast shape.hit.normal1
: indicates the normal at the contact pointhit.witness1
, expressed in the local-space of the collider hit by the shape.hit.normal2
: indicates the normal at the contact pointhit.witness2
, expressed in the local-space of the cast shape.