I am trying to implement such animation using AnimatedPositioned widget, where it will move around center point clockwise or counterclockwise by a certain degree on event. Basically like planet around the sun.
I am using this function to calculate movement:
double x = 0;
double y = 0;
double radius;
void updatePosition({
#required double centerX,
#required double centerY,
}) {
radius = min(centerX, centerY);
x = centerX + radius * cos(angle * -pi / 90);
y = centerX + radius * sin(angle * -pi / 90);
angle += 5;
}
But i cannot wrap my head around how to adjust initial points in relation to the center of container with given constrains.
Related
I need to shoot a ball from any height and make it bounce on a target position defined by the user. The angle of launch is also given. I've tried a couple of solutions so far:
Vector3 calcBallisticVelocityVector(Vector3 source, Vector3 target, float angle) {
Vector3 direction = target - source;
float h = direction.y;
direction.y = 0;
float distance = direction.magnitude;
float a = angle * Mathf.Deg2Rad;
direction.y = distance * Mathf.Tan(a);
distance += h/Mathf.Tan(a);
// calculate velocity
float velocity = Mathf.Sqrt(distance * Physics.gravity.magnitude / Mathf.Sin(2*a));
return velocity * direction.normalized;
}
Vector3 calcBallisticVelocityVector2(Vector3 source, Vector3 target, float angle) {
float distance = (target.Planar() - source.Planar()).magnitude;
float a = target.y - source.y - distance;
float halfGravity = -Physics.gravity.magnitude * 0.5f;
float distanceSquared = distance * distance;
float theta = Mathf.Deg2Rad * angle;
float cosSquared = Mathf.Cos(theta) * Mathf.Cos(theta);
float b = distanceSquared / cosSquared;
float speed = Mathf.Sqrt((halfGravity * b) / a);
Vector3 velocity = (target.Planar() - source.Planar()).normalized * Mathf.Cos(theta);
velocity.y = Mathf.Sin(theta);
return velocity * speed;
}
The results I'm getting is that even the ball does go into the direction is expected, it falls earlier than it should be so the speed calculated by these methods seems to be lower than what is actually required to hit the target position.
Rigidbody's mass is set to 1, Gravity is (0, -98, 0), rigid body's drag and angular drag is set to 0. What other variables could be affecting this behavior?
EDIT: One thing I forgot to mention is that I'm setting the resulting vector as rigid body's velocity, so I'm not using via the apply force method.
I adapted code gotten from here: https://answers.unity.com/questions/1131176/projectile-motion.html and now I'm getting the results I was expecting. I can always hit the target position at whatever angle I input.
private Vector3 calcBallisticVelocityVector(Vector3 initialPos, Vector3 finalPos, float angle)
{
var toPos = initialPos - finalPos;
var h = toPos.y;
toPos.y = 0;
var r = toPos.magnitude;
var g = -Physics.gravity.y;
var a = Mathf.Deg2Rad * angle;
var vI = Mathf.Sqrt (((Mathf.Pow (r, 2f) * g)) / (r * Mathf.Sin (2f * a) + 2f * h * Mathf.Pow (Mathf.Cos (a), 2f)));
Vector3 velocity = (finalPos.Planar() - initialPos.Planar()).normalized * Mathf.Cos(a);
velocity.y = Mathf.Sin(a);
return velocity * vI;
}
I am working on adding a helicopter to my 2d game and I need it to move in circular motion whilst moving on the x axis as well. Below you can find the code that I am using which uses the mathematical circle equation.
angle += speed * Time.deltaTime; //if you want to switch direction, use -= instead of +=
float x = startPoint.x + Mathf.Cos(angle) * radius;
float y = startPoint.y + Mathf.Sin(angle) * radius;
transform.position = new Vector2(x + 2, y);
The helicopter is rotating correctly but I can't figure out how I can make it move along the x axis. Concept image of how it should work below:
1) Make an empty game object
2) Parent your box to the empty game object
3) rotate the box around the empty game object
4) move the empty game object to the side
If you want to avoid adding an empty parent, you can keep track of the center of rotation separately, rotate around it, and move it over time.
public class hello_rotate : MonoBehaviour
{
float angle = 0;
float radius = 1;
float speed = 10;
float linear_speed = 1;
Vector2 centerOfRotation;
// Start is called before the first frame update
void Start()
{
centerOfRotation = transform.position;
}
// Update is called once per frame
void Update()
{
centerOfRotation.x = centerOfRotation.x + linear_speed * Time.deltaTime;
angle += speed * Time.deltaTime; //if you want to switch direction, use -= instead of +=
float x = centerOfRotation.x + Mathf.Cos(angle) * radius;
float y = centerOfRotation.y + Mathf.Sin(angle) * radius;
transform.position = new Vector2(x + 2, y);
}
}
I'd like to draw the trajectory of an object that is moving circularly, but I do not know how to do it.
Could you tell me a good way?
I've not done a orbiting around something, but I am using Cos and Sin to generate static items around the object.
If you use TrailRenderer with the use of MathF cos and sin to rotate around an object.
var y = amplitude * MathF.cos(Time.timeSinceLevelLoaded * speed) + currentPosY
var x = amplitude * MathF.sin(Time.timeSinceLevelLoaded * speed) + currentPosX
I've not watched it, but "Board to bits" on youtube has a tutorial on the matter. of space orbiting for a planet playlist.
Hope this is the right direction for you.
Thank you for a lot of response.
I found it works with below...
void drawLine()
{
Vector3[] points = new Vector3[segments+1];
for (int i = 0; i< segments; i++)
{
float angle = ((float)i / (float)segments) * 360 * Mathf.Deg2Rad;
float x = Mathf.Sin(angle) * radius;
float z = Mathf.Cos(angle) * radius;
points[i] = new Vector3(x, 0f, z);
}
points[segments] = points[0];
lr.positionCount = segments + 1;
lr.SetPositions(points);
}
I have tried several different solutions but no luck so far.
- (CGPoint)contractLineTemp:(CGPoint)point :(CGPoint)circle :(float)circleRadius {
CGFloat x,y;
x = point.x - circle.x;
y = point.y - circle.y;
CGFloat theta = atan2(x, y);
CGPoint newPoint;
newPoint.x = circle.x + circleRadius * sin(theta);
newPoint.y = circle.y + circleRadius * cos(theta);
return newPoint;
}
- (CGPoint)contractLineTemp:(CGPoint)startPoint :(CGPoint)endPoint :(float)scaleBy {
float dx = endPoint.x - startPoint.x;
float dy = endPoint.y - startPoint.y;
float scale = scaleBy * Q_rsqrt(dx * dx + dy * dy);
return CGPointMake (endPoint.x - dx * scale, endPoint.y - dy * scale);
}
Both of these solutions kind of work. If I draw the line to the center of the circle you can see that it intersects the circle exactly where it should.
http://www.freeimagehosting.net/le5pi
If I use either of the solutions above and draw to the circumference of the circle depending on the angle it is no longer going towards the center of the circle. In the second image the line should be in the middle of the right edge of the circle and going straight right.
http://www.freeimagehosting.net/53ovs
http://www.freeimagehosting.net/sb3b2
Sorry for the links. I am to new to currently post images.
Thanks for you help.
It's easier to treat this as a vector problem. Your second approach is close, but you don't correctly scale the vector between the two points. It's easier to work with a normalized vector in this case, although you have to assume that the distance between the two points on the line is non-zero.
Given:
double x0 = CIRC_X0; /* x-coord of center of circle */
double y0 = CIRC_Y0; /* y-coord of center of circle */
double x1 = LINE_X1; /* x-coord of other point on the line */
double y1 = LINE_Y1; /* y-coord of other point on the line */
Then the vector between the two points is (vx,vy):
double vx = x1 - x0;
double vy = y1 - y0;
It's easier to work with a unit vector, which we can get by normalizing (vx,vy):
double vmag = sqrt(vx*vx + vy*vy);
vx /= vmag; /* Assumption is vmag > 0 */
vy /= vmag;
Now, any point along the line can be described as:
x0 + dist * vx
y0 + dist * vy
where dist is the distance from the center. The intersection of the circle and the line must be a distance of CIRC_RADIUS from the center, so:
double x_intersect = x0 + CIRC_RADIUS * vx;
double y_intersect = y0 + CIRC_RADIUS * vy;
I think that there may be a convention conflict on what theta, x and y are. The atan2 function yields values in the range -pi..pi, by taking the convention of theta as the angle growing from the X axis towards Y. However you are considering theta as the angle from Y to X.
Try changing the code:
CGFloat theta = atan2(y, x);
CGPoint newPoint;
newPoint.x = circle.x + circleRadius * cos(theta);
newPoint.y = circle.y + circleRadius * sin(theta);
Although your formulae are consistent within a coordinate system, it may have conflict with the screen/display device coordinate system.
I have a problem regarding positioning an image according to the touches location, however limited to a circle.
It works for the most part, but if the angle (from the touches location to the desired location) is less than 0, it positions the image on the wrong side of the circle.
Perhaps it's some maths that I've done wrong.
Anyway, here's the code:
float newHeight, newWidth, centerPointX, centerPointY;
newHeight = -(invertedY.y - (view.frame.origin.y+view.frame.size.height/2));
newWidth = -(invertedY.x - (view.frame.origin.x+view.frame.size.width/2));
float tangent = newHeight/newWidth;
float calculatedAngle = atanf(tangent);
float s, c, d, fX, fY;
d = view.frame.size.width/2+30;
if (calculatedAngle < 0) {
s = sinf(calculatedAngle) * d;
c = cosf(calculatedAngle) * d;
} else {
s = -sinf(calculatedAngle) * d;
c = -cosf(calculatedAngle) * d;
}
fX = view.center.x + c;
fY = view.center.y + s;
[delegate setPoint:CGPointMake(fX, fY)];
NSLog(#"angle = %.2f", calculatedAngle);
Any help appreciated.
I think the best way to limit location to a circle is calculate vector from center to touch location. Calculate vector length then divide it by that length so it would be normalized. Then multiply normalized vector by radius of circle and finally add this vector to the center to compute new location.
CGPoint touch, center;
CGPoint vector = CGPointMake(touch.x-center.x, touch.y-center.y);
float length = sqrtf(vector.x*vector.x + vector.y*vector.y);
// Normalize and multiply by radius (r)
vector.x = r * vector.x / length;
vector.y = r * vector.y / length;
[delegate setPoint:CGPointMake(center.x + vector.x, center.y + vector.y)];