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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/3d/mesh_ray_cast.rs
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//! Demonstrates how to use the [`MeshRayCast`] system parameter to chain multiple ray casts
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//! and bounce off of surfaces.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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color::palettes::css, core_pipeline::tonemapping::Tonemapping, math::vec3,
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picking::backend::ray::RayMap, post_process::bloom::Bloom, prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, bouncing_raycast)
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.insert_resource(ClearColor(Color::BLACK))
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.run();
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}
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const MAX_BOUNCES: usize = 64;
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const LASER_SPEED: f32 = 0.03;
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fn bouncing_raycast(
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mut ray_cast: MeshRayCast,
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mut gizmos: Gizmos,
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time: Res<Time>,
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// The ray map stores rays cast by the cursor
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ray_map: Res<RayMap>,
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) {
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// Cast an automatically moving ray and bounce it off of surfaces
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let t = ops::cos((time.elapsed_secs() - 4.0).max(0.0) * LASER_SPEED) * PI;
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let ray_pos = Vec3::new(ops::sin(t), ops::cos(3.0 * t) * 0.5, ops::cos(t)) * 0.5;
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let ray_dir = Dir3::new(-ray_pos).unwrap();
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let ray = Ray3d::new(ray_pos, ray_dir);
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gizmos.sphere(ray_pos, 0.1, Color::WHITE);
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bounce_ray(ray, &mut ray_cast, &mut gizmos, Color::from(css::RED));
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// Cast a ray from the cursor and bounce it off of surfaces
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for (_, ray) in ray_map.iter() {
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bounce_ray(*ray, &mut ray_cast, &mut gizmos, Color::from(css::GREEN));
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}
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}
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// Bounces a ray off of surfaces `MAX_BOUNCES` times.
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fn bounce_ray(mut ray: Ray3d, ray_cast: &mut MeshRayCast, gizmos: &mut Gizmos, color: Color) {
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let mut intersections = Vec::with_capacity(MAX_BOUNCES + 1);
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intersections.push((ray.origin, Color::srgb(30.0, 0.0, 0.0)));
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for i in 0..MAX_BOUNCES {
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// Cast the ray and get the first hit
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let Some((_, hit)) = ray_cast
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.cast_ray(ray, &MeshRayCastSettings::default())
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.first()
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else {
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break;
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};
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// Draw the point of intersection and add it to the list
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let brightness = 1.0 + 10.0 * (1.0 - i as f32 / MAX_BOUNCES as f32);
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intersections.push((hit.point, Color::BLACK.mix(&color, brightness)));
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gizmos.sphere(hit.point, 0.005, Color::BLACK.mix(&color, brightness * 2.0));
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// Reflect the ray off of the surface
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ray.direction = Dir3::new(ray.direction.reflect(hit.normal)).unwrap();
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ray.origin = hit.point + ray.direction * 1e-6;
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}
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gizmos.linestrip_gradient(intersections);
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}
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// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Make a box of planes facing inward so the laser gets trapped inside
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let plane_mesh = meshes.add(Plane3d::default());
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let plane_material = materials.add(Color::from(css::GRAY).with_alpha(0.01));
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let create_plane = move |translation, rotation| {
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(
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Transform::from_translation(translation)
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.with_rotation(Quat::from_scaled_axis(rotation)),
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Mesh3d(plane_mesh.clone()),
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MeshMaterial3d(plane_material.clone()),
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)
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};
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commands.spawn(create_plane(vec3(0.0, 0.5, 0.0), Vec3::X * PI));
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commands.spawn(create_plane(vec3(0.0, -0.5, 0.0), Vec3::ZERO));
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commands.spawn(create_plane(vec3(0.5, 0.0, 0.0), Vec3::Z * FRAC_PI_2));
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commands.spawn(create_plane(vec3(-0.5, 0.0, 0.0), Vec3::Z * -FRAC_PI_2));
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commands.spawn(create_plane(vec3(0.0, 0.0, 0.5), Vec3::X * -FRAC_PI_2));
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commands.spawn(create_plane(vec3(0.0, 0.0, -0.5), Vec3::X * FRAC_PI_2));
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// Light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -0.1, 0.2, 0.0)),
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));
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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Tonemapping::TonyMcMapface,
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Bloom::default(),
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));
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}
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