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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.

info

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: QueryPipeline::cast_shapeRapierContext::cast_shapeWorld.castShape. This method has similar arguments as QueryPipeline::cast_rayRapierContext::cast_rayWorld.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):

let shape = Cuboid::new(vector![1.0, 2.0]);
let shape_pos = Isometry::new(vector![0.0, 1.0], 0.8);
let shape_vel = vector![0.1, 0.4];
let filter = QueryFilter::default();
let options = ShapeCastOptions {
max_time_of_impact: 4.0,
target_distance: 0.0,
stop_at_penetration: false,
compute_impact_geometry_on_penetration: false,
};
if let Some((handle, hit)) = query_pipeline.cast_shape(rigid_body_set,
collider_set, &shape_pos, &shape_vel, &shape, options, filter
) {
// The first collider hit has the handle `handle`. The `hit` is a
// structure containing details about the hit configuration.
println!("Hit the collider {:?} with the configuration: {:?}", handle, hit);
}
/* Cast a shape inside of a system. */
fn cast_shape(rapier_context: Res<RapierContext>) {
let shape = Collider::cuboid(1.0, 2.0);
let shape_pos = Vec2::new(1.0, 2.0);
let shape_rot = 0.8;
let shape_vel = Vec2::new(0.1, 0.4);
let filter = QueryFilter::default();
let options = ShapeCastOptions {
max_time_of_impact: 4.0,
target_distance: 0.0,
stop_at_penetration: false,
compute_impact_geometry_on_penetration: false,
};

if let Some((entity, hit)) =
rapier_context.cast_shape(shape_pos, shape_rot, shape_vel, &shape, options, filter)
{
// The first collider hit has the entity `entity`. The `hit` is a
// structure containing details about the hit configuration.
println!(
"Hit the entity {:?} with the configuration: {:?}",
entity, hit
);
}
}
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);
}

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 of shape_vel * hit.toishapeVel * hit.toi the collider and the cast shape are exactly touching. If hit.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 point hit.witness1, expressed in the local-space of the collider hit by the shape.
  • hit.normal2: indicates the normal at the contact point hit.witness2, expressed in the local-space of the cast shape.