Table of Contents

Physics Queries

Intermediate Programmer

Physics Queries are a set of operation to test and retrieve physics object in a given simulation, the most well known form of those queries is the RayCast which traces an invisible line through the scene to find intersecting Collidables. This is useful, for example, to check which objects are in a gun's line of fire, or are under the mouse cursor when the user clicks.

Note

Physics queries uses collider shapes to find objects. It ignores entities that have no Collidable Component attached or no collider shape set, see Collidables.

To raycast in the current Simulation, see the Simulation API.

For an example of raycasting, see the Physics Sample project included with Stride.

Examples

On left click, if there is a 'HostileUnit' in front of 'MyGun', deal damage to it

public override void Update()
{
    var simulation = Entity.GetSimulation();
    MyGun.Transform.GetWorldTransformation(out var rayStart, out var worldRot, out _);
    var rayDir = worldRot * Vector3.UnitZ;
    float range = 10;
    // All layers except 0 & 1
    var layers = CollisionMask.Everything & ~(CollisionMask.Layer0 | CollisionMask.Layer1); 

    if (Input.IsMouseButtonPressed(MouseButton.Left) && simulation.RayCast(rayStart, rayDir, range, out HitInfo hitResult, layers))
    {
        var hostile = hitResult.Collidable.Entity.Get<HostileUnit>();
        if (hostile is not null)
            hostile.DealDamage(10);
    }
}

Using the non-alloc version of a penetrating query to find multiple objects intersecting with the ray

var simulation = Entity.GetSimulation();
Entity.Transform.GetWorldTransformation(out var rayStart, out var worldRot, out _);
var rayDir = worldRot * Vector3.UnitZ; 

// Allocates a working buffer on the stack for the penetrating test,
// The 16 specified here would be the maximum item this test would keep track of, 
// if the test finds more than 16 objects, it will yield the 16 closest ones
System.Span<HitInfoStack> buffer = stackalloc HitInfoStack[16];

// The order in which elements are yielded throughout this foreach is not guaranteed
// Some hitInfo with a smaller distance may be returned after one with a larger one,
// and the opposite is also true.
foreach (var hitInfo in simulation.RayCastPenetrating(rayStart, rayDir, 100f, buffer))
{
    Log.Warning($"T: {hitInfo.Distance}\nNormal: {hitInfo.Normal}\nEntity : {hitInfo.Collidable.Entity}");
}

Moves a box through the scene and return what it collided with

var simulation = Entity.GetSimulation();
Entity.Transform.GetWorldTransformation(out var center, out var worldRot, out _);
var rayDir = worldRot * Vector3.UnitZ;
var initialPose = new RigidPose(center, worldRot);
var displacement = new BodyVelocity(rayDir, default);
var shape = new Box(0.25f, 0.25f, 0.25f);

if (simulation.SweepCast(shape, initialPose, displacement, 10, out HitInfo hitInfo))
{
    Log.Warning($"T: {hitInfo.Distance}\nNormal: {hitInfo.Normal}\nEntity : {hitInfo.Collidable.Entity}");
}

Find up to 16 physics object a box placed at that position would overlap with

var simulation = Entity.GetSimulation();
Entity.Transform.GetWorldTransformation(out var center, out var worldRot, out _);
var initialPose = new RigidPose(center, worldRot);
var shape = new Box(0.25f, 0.25f, 0.25f);

System.Span<CollidableStack> buffer = stackalloc CollidableStack[16];
foreach (var hit in simulation.Overlap(shape, initialPose, buffer))
{
    Log.Warning($"Entity : {hit.Entity}");
}

Send a raycast from the mouse's screen position:

public static bool ScreenPositionToWorldPositionRaycast(Vector2 screenPos, CameraComponent camera)
{
    Matrix invViewProj = Matrix.Invert(camera.ViewProjectionMatrix);

    // Reconstruct the projection-space position in the (-1, +1) range.
    //    Don't forget that Y is down in screen coordinates, but up in projection space
    Vector3 sPos;
    sPos.X = screenPos.X * 2f - 1f;
    sPos.Y = 1f - screenPos.Y * 2f;

    // Compute the near (start) point for the raycast
    // It's assumed to have the same projection space (x,y) coordinates and z = 0 (lying on the near plane)
    // We need to unproject it to world space
    sPos.Z = 0f;
    var vectorNear = Vector3.Transform(sPos, invViewProj);
    vectorNear /= vectorNear.W;

    // Compute the far (end) point for the raycast
    // It's assumed to have the same projection space (x,y) coordinates and z = 1 (lying on the far plane)
    // We need to unproject it to world space
    sPos.Z = 1f;
    var vectorFar = Vector3.Transform(sPos, invViewProj);
    vectorFar /= vectorFar.W;

    var delta = (vectorFar - vectorNear).XYZ();
    var maxDistance = delta.Length();
    var dir = delta / maxDistance; // normalize delta

    // Raycast from the point on the near plane to the point on the far plane and get the collision result
    return camera.Entity.GetSimulation().RayCast(vectorNear.XYZ(), dir, maxDistance, out HitInfo hit);
}
Note

There are multiple ways to retrieve a reference to this Simulation from inside one of your ScriptComponent:

  • The recommended way is through a reference to a physics component, something like myBody.Simulation as it is the fastest.
  • Or through the Entity.GetSimulation() extension method.

See also