public int Cast (Vector2 direction, RaycastHit2D[] results, float distance= Mathf.Infinity, bool ignoreSiblingColliders= true);

パラメーター

direction図形を投影する方向を表すベクトル
results結果を受け取る配列
distance図形を投影する最大距離
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

戻り値

int 引数の変数に結果が代入されます。

説明

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array. The integer return value is the number of results written into the results array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.

それに加えて、この関数は重なっている場合に Ray の始点にある他のコライダーも検知し、 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。

Note: Use of Collider2D.Cast() requires the use of Rigidbody2D. If no Rigidbody2D is declared Cast() does not work. However a Rigidbody2D can be static and attached to the Collider2D. This will make the Cast() work as expected. Also, if the Collider2D object has no Rigidbody2D object then it can collide with objects which have both Collider2D and Rigidbody2D objects.


public int Cast (Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance= Mathf.Infinity, bool ignoreSiblingColliders= true);

パラメーター

direction図形を投影する方向を表すベクトル
contactFilterFilter results defined by the contact filter.
results結果を受け取る配列
distance図形を投影する最大距離
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

戻り値

int 引数の変数に結果が代入されます。

説明

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array. The integer return value is the number of results written into the results array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

それに加えて、この関数は重なっている場合に Ray の始点にある他のコライダーも検知し、 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。


パラメーター

direction図形を投影する方向を表すベクトル
contactFilterFilter results defined by the contact filter.
resultsList to receive results.
distance図形を投影する最大距離
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

戻り値

void 引数の変数に結果が代入されます。

説明

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the Collider shape and cast it into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list. The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal is set to the inverse of the direction vector being tested.