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Ray Test ​

A ray test is a collision check between the world and a ray. Users specify the starting point, direction, and length. It returns the closest hit along the ray (if any).

Arguments ​

Single-ray test (rayTest) ​

Signature (C++):

cpp
const RayCollisionList& rayTest(const Eigen::Ref<const Eigen::Vector3d, Eigen::Unaligned>& start,
                                const Eigen::Ref<const Eigen::Vector3d, Eigen::Unaligned>& direction,
                                double length,
                                size_t objectId = size_t(-10),
                                size_t localId = size_t(-10),
                                CollisionGroup collisionMask = CollisionGroup(-1));

Overloads accept {x, y, z} initializer lists for start, direction, or both. Pass a raisim::Vec<3> as vec.e().

  • start: ray origin in world frame.
  • direction: ray direction in world frame. It is normalized internally, so it does not need to be a unit vector; a zero vector is treated as +z.
  • length: ray length in meters. Only hits within [0, length] are returned; a non-positive length returns no hit.
  • objectId / localId: optional self-filter. Collisions with the body whose object world index (Object::getIndexInWorld()) and local body index match are ignored (useful for sensors attached to robots). Both must be set for the filter to take effect; the defaults disable it.
  • collisionMask: collision mask to filter which groups the ray can hit. The default (-1) allows all groups.

The returned RayCollisionList stores only the closest hit (0 or 1 item).

Example ​

The ray test itself is a single call:

cpp
auto& col = world.rayTest({0,0,5}, direction, 50.);

The ray_casting example sweeps this ray over the ground and visualizes the hit point through RaisimServer.

Getting the hit object (example) ​

To identify what was hit, check the returned RayCollisionList.

cpp
const auto& hits = world.rayTest({0, 0, 5}, direction, 50.0);
if (hits.size() == 0) {
  std::cout << "No hit\n";
} else {
  const auto& hit = hits[0];
  const auto* obj = hit.getObject();
  if (obj) {
    std::cout << "Hit object: " << obj->getName()
              << " (id=" << obj->getIndexInWorld() << ")\n";
  }
  std::cout << "Hit position: " << hit.getPosition().transpose() << "\n";
  const auto body = hit.getCollisionBody();
  if (body) {
    std::cout << "Collision body: " << body->name << "\n";
  }
}

Batch ray tests (lidar) ​

For spinning lidar-style scans, World::rayTestLidar(...) generates a rectangular yaw/pitch sampling pattern and performs the scan in one call.

Signature (C++):

cpp
void rayTestLidar(
    const Mat<3, 3>& rot,
    const Vec<3>& pos,
    double yawStartAngle,
    double yawIncrement,
    size_t yawCount,
    double pitchStartAngle,
    double pitchIncrement,
    size_t pitchCount,
    double rangeMin,
    double rangeMax,
    size_t objectId,
    size_t localId,
    CollisionGroup collisionMask,
    std::vector<Vec<3>, AlignedAllocator<Vec<3>, 32>>& scan);

Both angular axes use the same start angle, increment, count convention. For sample indices y and p, the angles are

yaw(y)=yawStartAngle+yyawIncrementpitch(p)=pitchStartAngle+ppitchIncrement

where 0≤y<yawCount and 0≤p<pitchCount. Increments are signed: use a negative increment to scan an axis in the decreasing-angle direction. A single-sample axis normally uses an increment of zero. If either count is zero, an angle is not finite, or rangeMax <= rangeMin, scan is cleared and no rays are cast.

Each ray direction in the sensor frame is

d=(cos⁡pitchcos⁡yaw,cos⁡pitchsin⁡yaw,sin⁡pitch),

so yaw rotates about the sensor z axis starting from the sensor x axis, and a positive pitch tilts the ray toward the sensor +z axis.

Minimal example for a complete yaw revolution with 16 pitch channels (rot, pos, rangeMin, rangeMax, objectId, localId, and collisionMask come from the application):

cpp
constexpr double pi = 3.14159265358979323846;
constexpr size_t yawCount = 1024;
constexpr size_t pitchCount = 16;
constexpr double yawStartAngle = -pi;
constexpr double yawIncrement = 2.0 * pi / double(yawCount);
constexpr double pitchStartAngle = -15.0 * pi / 180.0;
constexpr double pitchEndAngle = 15.0 * pi / 180.0;
constexpr double pitchIncrement =
    (pitchEndAngle - pitchStartAngle) / double(pitchCount - 1);

std::vector<raisim::Vec<3>, raisim::AlignedAllocator<raisim::Vec<3>, 32>> scan;
world.rayTestLidar(rot, pos,
                   yawStartAngle, yawIncrement, yawCount,
                   pitchStartAngle, pitchIncrement, pitchCount,
                   rangeMin, rangeMax,
                   objectId, localId, collisionMask,
                   scan);

Yaw is the outer loop and pitch is the inner loop. Consequently, rays are generated in this order:

text
(yaw[0], pitch[0]), (yaw[0], pitch[1]), ...,
(yaw[1], pitch[0]), (yaw[1], pitch[1]), ...

The output scan contains hit points in the sensor frame. It is compact: only rays that hit contribute a point, so a miss does not create a placeholder entry and indices after a miss no longer map directly to angular sample indices.

Arguments (batched lidar scan) ​

  • rot: sensor orientation (sensor frame to world frame).
  • pos: sensor position in world frame.
  • yawStartAngle, yawIncrement, yawCount: first yaw angle, signed yaw step, and number of yaw samples.
  • pitchStartAngle, pitchIncrement, pitchCount: first pitch angle, signed pitch step, and number of pitch samples.
  • rangeMin, rangeMax: minimum and maximum sensor-relative range in meters. Each collision ray starts at rangeMin and has length rangeMax - rangeMin.
  • objectId / localId: optional self-filter (same as rayTest).
  • collisionMask: collision mask to filter which groups the rays can hit.
  • scan: output hit positions in the sensor frame.

Performance notes ​

rayTestLidar is optimized for repeated structured scans. It caches the sensor-frame directions and their normalized forms for an unchanged yaw/pitch pattern. In a sufficiently large, spatially sparse scene it also builds conservative angular candidate buckets, so each ray normally checks only nearby bodies. The buckets are reused while the scene, sensor pose, ranges, self-filter, and collision mask are unchanged; changes to any of those inputs invalidate the relevant cache. Bucket bounds are conservative and every retained candidate still goes through an exact shape intersection. Sphere candidates use the same quadratic roots and range rules as the contact engine but omit the unused contact-normal calculation. No path approximates hit positions.

Dense or unsupported angular configurations automatically use the exact ray BVH instead. Small scenes use a scan-wide conservative cull and a compact flat candidate list. These fallbacks preserve the same closest-hit and compact-output semantics.

Use the public ray_scan_lidar example to inspect structured scans and large_scale_ray_test to inspect repeated ray queries. Build them together with the TCP viewer and start the viewer:

bash
cmake --build build-examples --target ray_scan_lidar large_scale_ray_test rayrai_tcp_viewer --parallel 12
./build-examples/examples/rayrai_tcp_viewer

Then start either simulation (for example, ./build-examples/examples/ray_scan_lidar) in another terminal. These examples visualize the APIs; they are not timing comparisons. For application benchmarks, time World::rayTestLidar and repeated World::rayTest calls with identical sensor poses, rays, ranges, and collision filters on one thread, and verify the hit positions before comparing timings. Relative speed depends on scene layout, motion, filters, and scan shape.

Details ​

RayCollisionItem summary ​

Each hit entry stores:

  • getObject(): pointer to the hit raisim::Object (or nullptr if none).
  • getPosition(): world-frame hit position as an Eigen::Vector3d.
  • getCollisionBody(): pointer to the collision body that was hit (may be null for some objects).

RayCollisionList summary ​

Container semantics:

  • size(): number of valid hits in the list.
  • operator[](i): random access to the i-th hit.
  • begin(), end(): iterators over valid hits.
  • back(): iterator to the last valid hit.
  • setSize(n): updates the number of valid hits (used internally).
  • resize(n), reserve(n): storage management.

Notes ​

  • RayCollisionList is a lightweight container owned by the world and reused across calls. Every rayTest(...) call overwrites it, so copy any hit you need before the next ray test.
  • It contains at most one item because RaiSim keeps only the closest hit along the ray. Use list.size() to check whether a hit occurred (0 or 1).

API ​

RayCollisionItem ​

RayCollisionList ​

RaiSim — physics for robotics and AI.