direction | 扫描刚体的方向。 |
hitInfo | 如果返回 true,则 hitInfo 将包含有关碰撞体的撞击位置的更多信息(另请参阅:RaycastHit)。 |
maxDistance | 扫描的长度。 |
queryTriggerInteraction | 指定该查询是否应该命中触发器。 |
bool 当刚体扫描与任何碰撞体交叠时为 true,否则为 false。
测试如果刚体在场景中移动时,是否会与任何对象发生碰撞。
测试如果刚体在场景中移动时,是否会与任何对象发生碰撞。
这类似于对刚体的任何碰撞体包含的所有点进行 Physics.Raycast,并返回报告的最近的命中对象(如果有的话)。这对于 AI 代码非常有用,比如,您可能需要知道某个对象能否从一个间隙中穿过而不碰到任何东西。
注意,该函数仅在刚体对象附加了原始碰撞体类型(球体、立方体或胶囊体)或凸面网格时有效 - 对于凹面网格碰撞器无效(虽然可以通过扫描在场景中检测到它们)。
另请参阅:Physics.SphereCast、Physics.CapsuleCast、Rigidbody.SweepTestAll。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }
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