direction | Ray の方向を表すベクトル |
results | 結果を受け取る配列 |
distance | Ray を投影する最大距離 |
layerMask | 特定レイヤーのオブジェクトのみを判定するフィルター |
minDepth | この値よりも大きな Z 座標(深度)にあるオブジェクトのみを含む |
maxDepth | この値よりも小さな Z 座標(深度)のオブジェクトのみを含む |
contactFilter | Filter results defined by the contact filter. |
int 引数の変数に結果が代入されます。
Casts a ray into the Scene starting at the collider position ignoring the collider itself.
この関数は [[Physics2D::RaycastNonAlloc]] 関数に似ており用途も同じですが、結果は与えられた配列に返されます。返されるint値は Ray に当たったオブジェクトの数です(0 の可能性もあります)が、配列のサイズを超えなかった場合、返される配列のサイズは変わりません。この結果、メモリが割り当てられないため、 Raycast が頻繁に実行される場合にもガベージコレクションのパフォーマンスが向上します。
Overloads of this function that use contactFilter
filters the results by the options available in ContactFilter2D.
それに加えて、この関数は Ray の始点にある他のコライダーも検知します。この場合、 Ray の始点はコライダー内部で、コライダーの表面と交差しません。これは衝突判定の法線が Ray のベクトルを逆に設定する場合、衝突判定の法線が計算できないという意味です。この問題が起こった場合、 RaycastHit2D が0になるため簡単に検知できます。
次のページも合わせて参照してください。 LayerMask クラス, RaycastHit2D クラス, [[Physics2D::RaycastNonAlloc]], [[Physics2D::AllLayers]], [[Physics2D::IgnoreRaycastLayer]], [[Physics2D::raycastsHitTriggers]]
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