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# Objective A better alternative version of #10843. Currently, Bevy has a single `Ray` struct for 3D. To allow better interoperability with Bevy's primitive shapes (#10572) and some third party crates (that handle e.g. spatial queries), it would be very useful to have separate versions for 2D and 3D respectively. ## Solution Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take advantage of the new primitives by using `Direction2d`/`Direction3d` for the direction: ```rust pub struct Ray2d { pub origin: Vec2, pub direction: Direction2d, } pub struct Ray3d { pub origin: Vec3, pub direction: Direction3d, } ``` and by using `Plane2d`/`Plane3d` in `intersect_plane`: ```rust impl Ray2d { // ... pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> { // ... } } ``` --- ## Changelog ### Added - `Ray2d` and `Ray3d` - `Ray2d::new` and `Ray3d::new` constructors - `Plane2d::new` and `Plane3d::new` constructors ### Removed - Removed `Ray` in favor of `Ray3d` ### Changed - `direction` is now a `Direction2d`/`Direction3d` instead of a vector, which provides guaranteed normalization - `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a vector for the plane normal - `Direction2d` and `Direction3d` now derive `Serialize` and `Deserialize` to preserve ray (de)serialization ## Migration Guide `Ray` has been renamed to `Ray3d`. ### Ray creation Before: ```rust Ray { origin: Vec3::ZERO, direction: Vec3::new(0.5, 0.6, 0.2).normalize(), } ``` After: ```rust // Option 1: Ray3d { origin: Vec3::ZERO, direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(), } // Option 2: Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2)) ``` ### Plane intersections Before: ```rust let result = ray.intersect_plane(Vec2::X, Vec2::Y); ``` After: ```rust let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y)); ``` |
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