Spatial queries and filtering
Collision queries or spatial queries are one of the most important features of any physics engine and often drive a significant amount of game logic. Unity physics has a powerful collision query system which supports queries like ray casting, linear casting and closest point estimation. These queries support options like efficient collision filtering and user data retrieval.
Local Vs Global
Queries can be performed against individual colliders or against an entire collision world. When performed against an entire world, a query acceleration structure, in our case a bounding volume tree, is used for efficiency.
You can choose to create you own collision worlds which are entirely independent of the physics world. However, if you are performing queries against the same physics world you are simulating, which is common, then you can take advantage of the fact that the broad phase had already been built.
Query Types
Query Type | Input | Description |
---|---|---|
Ray cast | Start, End, Filter | Finds all (or closest) intersections for an oriented line segment |
Collider cast | Collider, Start, End | Find all (or closest) intersection for the given shape swept along the given line segment in the given context |
Collider Distance | Collider, Position, Max distance | Finds the closest point between the given shape and any others within a specified maximum radius |
Point Distance | Point, Filter, Max distance | Finds the closest point to any shapes within a given maximum radius of the specified point |
Overlap query | AABB, Filter | Find all the bodies with bounding boxes overlapping a given area |
Convenience functions are provided to return any hit, the closest hit or all hits. These convenience functions use collectors to interpret their results.
Note: We also provide direct access to all underlying query algorithms, e.g. ray sphere intersection, so you can use these algorithms directly if desired without allocating memory for the collision world / colliders.
Query outputs
Many queries produce similar outputs or hits as they are referred to in the code. These hits have a subset of the following fields
- Fraction : The proportion along the ray or cast in the given direction to the point of intersection.
- Position : The point of intersection on the surface, in world space.
- SurfaceNormal : The normal to the surface at the point of intersection, in world space.
- RigidBodyIndex : The index of the rigid body in the collision world if a world query was performed
- ColliderKey : Internal information about which part of a composite shape (e.g. mesh) was hit i.e. a reference to which triangle or quad in the mesh collider.
Ray Cast
Ray cast queries use start and end points as their input and produce a set of hit results.
Lower level ray cast routines against primitives have a slightly different input. They do not compute the surface intersection point explicitly for efficiency reasons. Instead, given a ray of origin,O
, and displacement (combining direction & distance), D
, they return a hit fraction, f
, which can be used later to compute the hit position if needed using O + (D * f)
. See RayCast.cs for more details
Note: Rays starting inside primitives (spheres, capsules, box and convex shapes) confirm a hit at the starting point, but do not report another intersection as the ray leaves the volume.
Collider Cast
Collider casts sweep a collider along a line segment stopping at the first point of contact with another collider. These queries can be significantly more expensive than performing a ray cast. In the image below you can see the results (magenta) of casting a collider (orange) against other colliders in the world (yellow)
Collider cast inputs are
- Collider : A reference to the collider to cast
- Orientation : The orientation of the collider
- Start : The initial position of the collider
- End : The final position the collider should be swept to
Distance query
Distance queries, or closest point queries, are often used to determine proximity to surfaces. The image below shows the results (magenta points) of a distance query between the query collider (orange) and the rest of the collision world (yellow). You can see that not all queries return a result for all shapes. This is because the query has specified a maximum range which helps control the computational cost of the query.
Distance query inputs include
You can perform a distance query with a collider positioned and orientated in space, or simply from a specific point. See Distance.cs for more details about the input structures.
Region queries
Region queries are performed by calling OverlapAabb
directly on the CollisionWorld
. Given an Aabb
and a CollisionFilter
this query returns a list of indices into the bodies in the CollisionWorld
.
Collectors
Collectors provide a code driven way for you to intercept results as they are generated from any of the queries. When intercepting a result you can control the efficiency of a query by, for example, exiting early. We provide 3 implementations of the collector interface which return the closest hit found, all hits found or exit early is any hit is found.
Filtering
Filtering is the preferred data driven method for controlling which results queries will perform. Our default collision filter provides for a simple but flexible way to control which bodies are involved in spatial queries or collision detection.
The default collision filter is designed around a concept of collision layers and has 3 important members.
Member | Type | Purpose |
---|---|---|
BelongsTo | uint | A bit mask describing which layers this collider belongs to. |
CollidesWith | uint | A bit mask describing which layers this collider can collide with. |
GroupIndex | int | An override for the bit mask checks. If the value in both objects is equal and positive, the objects always collide. If the value in both objects is equal and negative, the objects never collide. |
When determining if two colliders should collide or a query should be performed we check the belongs to bits of one against the collides with bits of the other. Both objects must want to collide with each other for the collision to happen.
public static bool IsCollisionEnabled(CollisionFilter filterA, CollisionFilter filterB)
{
if (filterA.GroupIndex > 0 && filterA.GroupIndex == filterB.GroupIndex)
{
return true;
}
if (filterA.GroupIndex < 0 && filterA.GroupIndex == filterB.GroupIndex)
{
return false;
}
return
(filterA.BelongsTo & filterB.CollidesWith) != 0 &&
(filterB.BelongsTo & filterA.CollidesWith) != 0;
}
Currently the editor view of the Collision Filter just exposes the 'Belongs To' and 'Collides With' masks as a set of layers. Think of each layer listed in those drop downs as being or-d together so that BelongsTo = (1u << belongLayer1) | (1u << belongLayer2) etc. Similarly for the' Collides With' for the mask. The groupIndex is not exposed currently in the editor, but do use at runtime if you have the need (eg, '-1' for a few objects you dont want to collide with each other but dont want to change the general settings for layers )
Code examples
Ray casts
public Entity Raycast(float3 RayFrom, float3 RayTo)
{
var physicsWorldSystem = Unity.Entities.World.Active.GetExistingManager<Unity.Physics.Systems.BuildPhysicsWorld>();
var collisionWorld = physicsWorldSystem.PhysicsWorld.CollisionWorld;
RaycastInput input = new RaycastInput()
{
Start = RayFrom,
End = RayTo,
Filter = new CollisionFilter()
{
BelongsTo = ~0u,
CollidesWith = ~0u, // all 1s, so all layers, collide with everything
GroupIndex = 0
}
};
RaycastHit hit = new RaycastHit();
bool haveHit = collisionWorld.CastRay(input, out hit);
if (haveHit)
{
// see hit.Position
// see hit.SurfaceNormal
Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
return e;
}
return Entity.Null;
}
That will return the closet hit Entity along the desired ray. You can inspect the results of RaycastHit for more information such as hit position and normal etc.
Collider casts
ColliderCasts are very similar tio the ray casts, just that we need to make (or borrow from an existing PhysicsCollider on a body) a Collider. If you read the Getting Started guide the Collider creation code will look familar.
public unsafe Entity SphereCast(float3 RayFrom, float3 RayTo, float radius)
{
var physicsWorldSystem = Unity.Entities.World.Active.GetExistingManager<Unity.Physics.Systems.BuildPhysicsWorld>();
var collisionWorld = physicsWorldSystem.PhysicsWorld.CollisionWorld;
var filter = new CollisionFilter()
{
BelongsTo = ~0u,
CollidesWith = ~0u, // all 1s, so all layers, collide with everything
GroupIndex = 0
};
BlobAssetReference<Unity.Physics.Collider> sphereCollider = Unity.Physics.SphereCollider.Create(float3.zero, radius, filter);
ColliderCastInput input = new ColliderCastInput()
{
Collider = (Collider*)sphereCollider.GetUnsafePtr(),
Orientation = quaternion.identity,
Start = RayFrom,
End = RayTo
};
ColliderCastHit hit = new ColliderCastHit();
bool haveHit = collisionWorld.CastCollider(input, out hit);
if (haveHit)
{
// see hit.Position
// see hit.SurfaceNormal
Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity;
return e;
}
return Entity.Null;
}
Cast Performance
The above code all calls into Unity.Physics through normal C#. That is fine, will work, but is not at all optimal. To get really good performance from the casts and other queries you should do them from within a Burst compiled job. That way the code within the Unity Physics for the cast can also avail of Burst. If you are already in a Burst job, just call as normal, otherwise you will need to create a simple Job to do it for you. Since it is a threaded job, try to batch a few together too and wait some time later for results instead of straight away.
[BurstCompile]
public struct RaycastJob : IJobParallelFor
{
[ReadOnly] public Physics.CollisionWorld world;
[ReadOnly] public NativeArray<Physics.RaycastInput> inputs;
public NativeArray<Physics.RaycastHit> results;
public unsafe void Execute(int index)
{
Physics.RaycastHit hit;
world.CastRay(inputs[index], out hit);
results[index] = hit;
}
}
public static JobHandle ScheduleBatchRayCast(Physics.CollisionWorld world,
NativeArray<Physics.RaycastInput> inputs, NativeArray<Physics.RaycastHit> results)
{
JobHandle rcj = new RaycastJob
{
inputs = inputs,
results = results,
world = world
}.Schedule(inputs.Length, 4);
return rcj;
}
If the scene is complex it may be worth doing so, even just for one ray. For example to call the above for one ray and wait:
public static void SingleRayCast(Physics.CollisionWorld world, Physics.RaycastInput input,
ref Physics.RaycastHit result)
{
var rayCommands = new NativeArray<Physics.RaycastInput>(1, Allocator.TempJob);
var rayResults = new NativeArray<Physics.RaycastHit>(1, Allocator.TempJob);
rayCommands[0] = input;
var handle = ScheduleBatchRayCast(world, rayCommands, rayResults);
handle.Complete();
result = rayResults[0];
rayCommands.Dispose();
rayResults.Dispose();
}
The code will be similar for Collider casts and overlap queries too.
Using Collider keys
Collider keys correspond to the internal primitives interleaved with the bounding volume data. They do not correspond 1:1 with the triangles of a Unity.Mesh when a mesh collider is created from one. At a later stage we intend to provide a mapping or embed user data to support this use case. But you can at least get the triangle data for a given ray hit above, using Collider->GetChild(key, out childleaf), but most of the information you need should already be in the hit return struct (pos, normal, etc).