--- name: bevy-spatial-queries description: "Answer Bevy 0.20 line-of-sight, radius, and cursor picks with Transform distance and facing. Use when a design needs a probe and collider casts belong on the physics skills. Keywords: Bevy, spatial query, viewport_to_world_2d, GlobalTransform, facing, radius." --- # Bevy spatial queries ## When to use Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query. ## ECS shape - **Components** own a probe radius or a facing marker. Positions come from `GlobalTransform`. - **Camera pick:** `Camera::viewport_to_world_2d` with `GlobalTransform` maps a cursor to a 2D world point. That is a camera map, then a distance test against sprites. See bevy-camera-systems. - **Systems** read transforms after movement. Chain the probe after the system that writes `Transform` when both run in the same schedule. ## Probe choice | Need | Bevy path | | --- | --- | | Collider cast or sweep | bevy-physics-2d or bevy-physics-3d. This skill measures distance and facing with `Transform`. | | Pointer in the 2D world | `viewport_to_world_2d`, then the nearest entity inside a radius. | | Exclude the caster | Skip the probe `Entity` when comparing distances. | | View cone | Dot the view forward with the direction to the target and compare against a cosine threshold. | ## Scope - Stock Bevy measures points, radii, and facing. Collider casts, sweeps, and normals stay on bevy-physics-2d and bevy-physics-3d. - A probe never reports itself. Compare `Entity` before accepting a hit. - Chain the probe after movement so it reads the transforms written this frame. ## Examples ```toml [dependencies] bevy = "0.20" ``` Map the cursor into the world, then keep the closest marker inside the pick radius. ```rust #[derive(Component)] struct Pickable; use bevy::window::PrimaryWindow; fn pick_nearest( windows: Query<&Window, With>, cameras: Query<(&Camera, &GlobalTransform), With>, targets: Query<(Entity, &GlobalTransform), With>, ) { let Ok(window) = windows.single() else { return; }; let Ok((camera, camera_tf)) = cameras.single() else { return; }; let Some(cursor) = window.cursor_position() else { return; }; let Ok(world) = camera.viewport_to_world_2d(camera_tf, cursor) else { return; }; let mut best: Option<(Entity, f32)> = None; for (entity, transform) in &targets { let point = transform.translation().truncate(); let distance = point.distance(world); if distance > 24.0 { continue; } if best.is_none_or(|(_, so_far)| distance < so_far) { best = Some((entity, distance)); } } let _hit = best.map(|(entity, _)| entity); } ``` A radius probe lists other entities inside its range and skips its own entity. ```rust #[derive(Component)] struct Probe { radius: f32, } #[derive(Component)] struct Body; fn overlaps( probes: Query<(Entity, &GlobalTransform, &Probe)>, bodies: Query<(Entity, &GlobalTransform), With>, ) { for (probe_entity, probe_tf, probe) in &probes { for (body, body_tf) in &bodies { if body == probe_entity { continue; } let distance = probe_tf.translation().distance(body_tf.translation()); if distance <= probe.radius { let _hit = body; } } } } ``` Facing uses the view forward and a cosine limit. Movement writes `Transform` first. The sight test reads `Transform` in the next chained system, because `GlobalTransform` updates only after propagation. ```rust #[derive(Component)] struct Watcher { cos_limit: f32, } #[derive(Component)] struct Mark; fn advance(mut watchers: Query<&mut Transform, With>) { for mut transform in &mut watchers { transform.translation.x += 1.0; } } fn can_see( watchers: Query<(&Transform, &Watcher)>, marks: Query<&Transform, (With, Without)>, ) { for (watcher_tf, watcher) in &watchers { let origin = watcher_tf.translation; let forward = watcher_tf.forward().as_vec3(); for mark_tf in &marks { let to = mark_tf.translation - origin; let length = to.length(); if length <= f32::EPSILON { continue; } let facing = forward.dot(to / length); if facing >= watcher.cos_limit { let _seen = true; } } } } pub struct SpatialPlugin; impl Plugin for SpatialPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, (advance, can_see).chain()); } } ``` ## Expert Knowledge Delta Target: **Bevy 0.20+**. Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict. ### Who owns state | Piece | Owner | Who may mutate | Schedule | | --- | --- | --- | --- | | Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` | | One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it | | Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn | | Order that must not race | `.chain()` | The chained systems only | Same schedule | | Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs | Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API. ### Decision | If you need | Do this | Do not | | --- | --- | --- | | Per-entity data | `Component` + `Query` | A field stored outside the world | | App-wide config or clock | `Resource` | Copy the value onto every entity | | Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` | | Startup spawn | `Commands` in `Startup` | Spawn from a render system | | Same-frame facing | `advance` then `can_see` with `.chain()` on `Transform` | Reading `GlobalTransform` in the system that just wrote `Transform` | | Collider cast | bevy-physics-2d or bevy-physics-3d | An invented ray or mask API | | Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file | | An API outside the documented set | Check the official documentation | A made-up crate or API | Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - Do not read `GlobalTransform` in the same system that just wrote `Transform`. WHY: propagation has not run, so the global pose is still last frame. - No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: collider casts stay on the physics skills; this skill uses transforms. - No invented `intersect_ray` or mask APIs. WHY: stock Bevy here is distance, radius, and a dot product. ## Reference Official links stay on unversioned `latest` pages. The library pin on bevy-master stays **0.20.0**. No stock spatial-query module is used here. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No query plugin was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - Systems, `Query`, and `.chain()`. - [Quick Start: plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `add_plugins` without a chosen physics crate. `viewport_to_world_2d` is a camera map; details live on bevy-camera-systems. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership. - [bevy-camera-systems](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-camera-systems/SKILL.md) - Viewport to 2D world, without a hit test. #### Complements - [bevy-physics-2d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-physics-2d/SKILL.md) - 2D physics and solver choice. - [bevy-physics-3d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-physics-3d/SKILL.md) - 3D physics and solver choice. - [godot-raycasting-queries](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-raycasting-queries/SKILL.md) - Godot package for cast queries. #### Downstream / consumers - [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Sensors that need a cast. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.