Continuous Raycasting Along a Spline with ammo.js
Ammo.js, the Emscripten port of the Bullet physics engine, cannot perform continuous curved raycasting along a spline path out of the box because its native raycasting API is strictly linear. However, you can easily achieve this functionality by discretizing your spline path into a series of short, linear raycast segments and executing them sequentially. This article explains the technical limitations of ammo.js raycasting and provides a step-by-step implementation guide to simulate continuous spline raycasting.
The Limitation of Native ammo.js Raycasting
In ammo.js, raycasting is handled by the
btCollisionWorld.prototype.rayTest method. This function
requires a starting 3D vector, an ending 3D vector, and a callback
object (usually ClosestRayResultCallback). Because the
physics engine calculates intersections mathematically using linear
algebra, it only supports straight lines.
To cast a ray along a curved spline—such as a Bezier or Catmull-Rom curve—you must approximate the curve using linear segments.
How to Implement Spline Raycasting in ammo.js
To perform a continuous raycast along a spline, you must break the spline down into a sequence of points, cast a linear ray between each consecutive pair of points, and stop the process as soon as a collision is detected.
Step 1: Define and Discretize the Spline
First, define your spline path. If you are using ammo.js alongside a 3D library like Three.js, you can use the built-in curve classes to generate points along the path.
// Example using Three.js to generate spline points
const curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-10, 0, 0),
new THREE.Vector3(0, 5, 10),
new THREE.Vector3(10, 0, 0)
]);
// Divide the spline into 50 segments (51 points)
const points = curve.getPoints(50);Step 2: Set Up the Sequential Raycast Loop
Iterate through the points generated from your spline. For each segment, create an ammo.js raycast. If a segment registers a hit, terminate the loop immediately to simulate the first point of impact along the curved path.
function raycastAlongSpline(points, dynamicsWorld) {
const startVec = new Ammo.btVector3();
const endVec = new Ammo.btVector3();
let hitResult = null;
for (let i = 0; i < points.length - 1; i++) {
const startPoint = points[i];
const endPoint = points[i + 1];
startVec.setValue(startPoint.x, startPoint.y, startPoint.z);
endVec.setValue(endPoint.x, endPoint.y, endPoint.z);
const rayCallback = new Ammo.ClosestRayResultCallback(startVec, endVec);
// Perform the linear raycast for this segment
dynamicsWorld.rayTest(startVec, endVec, rayCallback);
if (rayCallback.hasHit()) {
// Retrieve collision details
hitResult = {
body: Ammo.castObject(rayCallback.get_m_collisionObject(), Ammo.btRigidBody),
point: rayCallback.get_m_hitPointWorld(),
normal: rayCallback.get_m_hitNormalWorld(),
segmentIndex: i
};
// Clean up memory for the callback before exiting
Ammo.destroy(rayCallback);
break;
}
Ammo.destroy(rayCallback);
}
// Clean up temporary vectors
Ammo.destroy(startVec);
Ammo.destroy(endVec);
return hitResult; // Returns null if no collision occurred along the spline
}Performance Considerations
While this iterative approach successfully simulates spline raycasting, running multiple physics raycasts in a single frame can impact performance. To keep your application running smoothly, consider the following optimization strategies:
- Segment Resolution: Balance accuracy and performance by adjusting the number of segments. A highly curved spline requires more segments to prevent the linear approximations from clipping through narrow obstacles, while flatter splines can use fewer segments.
- Collision Filtering: Use collision groups and masks
inside the
rayTestcallback to ignore objects that do not need to be calculated (e.g., trigger zones, particles, or the shooter’s own character model). - Execution Frequency: Avoid running the spline raycast every single frame. Instead, throttle the execution to run every few frames, or trigger it only during specific game events.