Raycasting for Bevy
A Bevy plugin for 3D ray casting against meshes. Used to build bevy_mod_picking
. Contributions welcome!
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.
- Acceleration is provided using Bevy's AABBs and visibility culling.
Alternatives
For a more full featured and performant option, consider using bevy_rapier
. Note that rapier is a full physics engine that can also do raycasting; by contrast, this crate prioritizes simplicity and ergonomics.
Bevy Version Support
I intend to track the main
branch of Bevy. PRs supporting this are welcome!
bevy | bevy_mod_raycast |
---|---|
0.9 | 0.7 |
0.8 | 0.6 |
0.7 | 0.4, 0.5 |
0.6 | 0.3 |
0.5 | 0.2 |
0.4 | 0.1 |
Examples
Mouse picking using a ray cast built using screen space coordinates:
cargo run --example mouse_picking
Mouse picking using a ray cast built using screen space coordinates, for 2D meshes:
cargo run --example mouse_picking_2d
Ray casting from a camera using ray casts from the camera entity's GlobalTransform:
cargo run --example minimal
Manually compute raycast against primitive shape, and check for line-of-sight visibility
cargo run --example ray_intersection_over_mesh
Optimization Mouse picking over many meshes using AABBs:
cargo run --example bounding_volume
Optimization Mouse picking over complicated mesh using simplified mesh for the raycasting:
cargo run --example simplified_mesh