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Unity, Projectile Motion, Angle Required to Hit Coordinate (X, Y, Z)
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public static class PhysicsCalculator | |
{ | |
// https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y) | |
public static float CalculateAngleToHitXYZ(Vector3 from, Vector3 to, float v, float g) | |
{ | |
g = Mathf.Abs(g); // According to the wikipedia article, g is acceleration due to gravity and is |g| | |
Vector3 s = (to - from); // Non-normalized so that we only get an angle if the velocity is enough to reach target. | |
float x = new Vector3(s.x, 0, s.z).magnitude; | |
float y = s.y; | |
float v2 = v * v; | |
float v4 = v2 * v2; | |
float fac = v4 - g*(g*x*x + 2*y*v2); | |
if (fac < 0) // Can't reach target with given velocity | |
{ | |
return Mathf.Infinity; | |
} | |
/* | |
There are two possible launch angles for reaching the target e.g. v2 +- sqrt(fac) | |
theta1 = High arc angle, for big lobs | |
theta2 = Low arc angle, for shallow lobs | |
*/ | |
//float theta1 = Mathf.Atan((v2 + Mathf.Sqrt(fac)) / (g * x)) * Mathf.Rad2Deg; | |
float theta2 = Mathf.Atan((v2 - Mathf.Sqrt(fac)) / (g * x)) * Mathf.Rad2Deg; | |
// Returning shallow arc | |
return theta2; | |
} | |
public static float CalculateMaxRangeFromVelocity(float v, float g) => (v*v)/Mathf.Abs(g); | |
} |
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