Curve and stretch a sprite to mouse click/touch - unity3d

I wish to create a game object where you can start dragging it by touching somewhere on the line of its collision and to create these "dynamic shapes" by stretching the sprites and readjusting the sprite look and collision according to the drag point.
Adding an illustration for clearance:
Started playing with Sprite Shape Renderer to create these curved sprite tiles but I need to be able to create dynamic ones using the mouse cursor and adjust all collisions.
I've tried to add an AnchorDragger script to the Sprite Shape Renderer object:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
public class AnchorDragger : MonoBehaviour
{
const int INVALLID_INSERTED_POINT_INDEX = -1;
public SpriteShapeController spriteShapeController;
private Spline spline;
private int inseretedPointIndex = INVALLID_INSERTED_POINT_INDEX;
void Start()
{
spline = spriteShapeController.spline;
int pointCount = spline.GetPointCount();
for (var i = 0; i < pointCount; i++)
{
Vector3 currentPointPos = spline.GetPosition(i);
Debug.Log("Point " + i + " position: " + currentPointPos);
}
}
// Update is called once per frame
void Update()
{
if (inseretedPointIndex != INVALLID_INSERTED_POINT_INDEX)
{
spline = spriteShapeController.spline;
spline.SetPosition(inseretedPointIndex, Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 1.0f)));
spriteShapeController.BakeCollider();
}
}
void OnMouseDown()
{
Debug.Log("Mouse Down Position:" + Input.mousePosition);
Vector3 mouseDownPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 1.0f));
Debug.Log("World Position: " + mouseDownPos);
spline = spriteShapeController.spline;
int pointCount = spline.GetPointCount();
int closestPointIndex = int.MaxValue;
float minDistance = int.MaxValue;
for (var i = 0; i < pointCount; i++)
{
Vector3 currentPointPos = spline.GetPosition(i);
float distance = Vector3.Distance(currentPointPos, mouseDownPos);
if (distance < minDistance)
{
minDistance = distance;
closestPointIndex = i;
}
}
spline.InsertPointAt(closestPointIndex, mouseDownPos);
spline.SetTangentMode(closestPointIndex, ShapeTangentMode.Continuous);
inseretedPointIndex = closestPointIndex;
Debug.Log("Inserted point index: " + inseretedPointIndex);
}
void OnMouseUp()
{
Debug.Log("Mouse Up");
spline = spriteShapeController.spline;
spline.RemovePointAt(inseretedPointIndex);
inseretedPointIndex = INVALLID_INSERTED_POINT_INDEX;
}
}
Basically tried to figure the closest point on the spline where I've clicked and then inserting a new point and setting its position on Update to where the mouse is and delete the point on mouse up.Right now I'm having a problem where the drag position is not correct for some reason.Where I clicked, where the new point position is set:
even when I tried to play with where I click and where I take my mouse to while dragging, not sure why, could use help!

Camera.ScreenToWorldPoint isn't appropriate here because you don't already know how far away to check from the camera, which is needed for the z position. An incorrect z component would give the nearest point on the spline to some point that the mouse is aligned with, but not on the sprite, and would modify the spline at an unexpected position:
Instead, draw a ray from the camera and see where it intersects with the plane the sprite lives on, and use that world position.
In Update:
void Update()
{
if (inseretedPointIndex != INVALLID_INSERTED_POINT_INDEX)
{
spline = spriteShapeController.spline;
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane p = new Plane(Vector3.forward,spriteShapeController.spline.GetPosition(0));
float d;
p.Raycast(r,out d);
spline.SetPosition(inseretedPointIndex, r.GetPoint(d));
spriteShapeController.BakeCollider();
}
}
In OnMouseDown:
void OnMouseDown()
{
Debug.Log("Mouse Down Position:" + Input.mousePosition);
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane p = new Plane(Vector3.forward, spriteShapeController.spline.GetPosition(0));
float d;
p.Raycast(r,out d);
Vector3 mouseDownPos = r.GetPoint(d);
Debug.Log("World Position: " + mouseDownPos);

Related

Raycast 2D ricochet in Unity?

I'm new to Raycasting so I might be going about this in a bad way, but I would to send a raycast outward to direction a gameobject is facing, bounce off the first object it hits and go a short distance before disappearing.
As far as I can tell there is no built in function for reflecting raycasts in Unity, so I have been trying to generate a another raycast where the first one hits but my luck hasn't been going well. Here's what I have so far:
public Gameobject firePoint; // I have an object attached to my main object that I use as a point of origin
void DrawLazer()
{
Vector2 origin = new Vector2(firePoint.transform.position.x, firePoint.transform.position.y);
Vector2 direction = transform.TransformDirection(Vector2.up);
RaycastHit2D hit = Physics2D.Raycast(origin, direction, 10f);
Debug.DrawLine(origin, direction *10000, Color.black);
if (hit)
{
Debug.Log("Hit: " + hit.collider.name);
var whatWeHit = new Vector2(hit.transform.position.x, hit.transform.position.y);
var offset = whatWeHit + hit.point;
offset.y = 0;
RaycastHit2D hit2 = Physics2D.Raycast(offset, Vector3.Reflect(direction, hit.normal) * -10000);
if (hit2)
{
Debug.DrawLine(offset, -Vector3.Reflect(direction, hit.normal) * -10000);
}
}
}
I call DrawLaxer(); in update.
This current script is sort of able to generate a 2nd raycast, however as you can see, the first raycast still does not stop when it hits something, and more importantly while this solution works well when it hits a flat object on a horizontal plane. But if it hits on object on a vertical or diagonal plane it applys several calculations to the wrong axis:
Any help would be greatly appreciated.
Here is a complete example monobehavior that uses Vector2.Reflect and SphereCast.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ReflectionExample : MonoBehaviour
{
public GameObject firePoint;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
DrawPredictionDisplay();
}
private void DrawPredictionDisplay()
{
Vector2 origin = firePoint.transform.position; //unity has a built in type converter that converts vector3 to vector2 by dropping the z component
Vector2 direction = firePoint.transform.up;
float radius = 1.0f;
RaycastHit2D distanceCheck = Physics2D.Raycast(origin, direction);
RaycastHit2D hit = Physics2D.CircleCast(origin, radius, direction);
Debug.DrawLine(origin, direction * 10000, UnityEngine.Color.black);
DrawCircle(origin, 1.0f, UnityEngine.Color.black);
if (hit)
{
origin = hit.point + (hit.normal * radius);
direction = Vector2.Reflect(direction, hit.normal);
hit = Physics2D.CircleCast(origin, radius, direction);
Debug.DrawLine(origin, direction * 10000, UnityEngine.Color.blue);
DrawCircle(origin, 1.0f, UnityEngine.Color.blue);
}
}
private void DrawCircle(Vector2 center, float radius, UnityEngine.Color color)
{
Vector2 prevPoint = new Vector2(Mathf.Sin(0f), Mathf.Cos(0f));
for (float t = 0.1f; t < 2 * Mathf.PI; t = t + 0.1f)
{
var nextPoint = new Vector2(Mathf.Sin(t), Mathf.Cos(t));
Debug.DrawLine(center + prevPoint, center + nextPoint, color);
prevPoint = nextPoint;
}
}
}

how to limit and clamp distance between two points in a Line renderer unity2d

I am making a game which let you click on a ball and drag to draw a line renderer with two points and point it to a specific direction and when release I add force to the ball,
for now, I just want to know how can I limit the distance between those two points like give it a radius.
You can simply clamp it using a Mathf.Min.
Since you didn't provide any example code unfortunately here is some example code I made up with a simple plane with a MeshCollider, a child object with the LineRenderer and a camera set to Orthographic. You probably would have to adopt it somehow.
public class Example : MonoBehaviour
{
// adjust in the inspector
public float maxRadius = 2;
private Vector3 startPosition;
[SerializeField] private LineRenderer line;
[SerializeField] private Collider collider;
[SerializeField] private Camera camera;
private void Awake()
{
line.positionCount = 0;
line = GetComponentInChildren<LineRenderer>();
collider = GetComponent<Collider>();
camera = Camera.main;
}
// wherever you dragging starts
private void OnMouseDown()
{
line.positionCount = 2;
startPosition = collider.ClosestPoint(camera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z)));
var positions = new[] { startPosition, startPosition };
line.SetPositions(positions);
}
// while dragging
private void OnMouseDrag()
{
var currentPosition = GetComponent<Collider>().ClosestPoint(camera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z)));
// get vector between positions
var difference = currentPosition - startPosition;
// normalize to only get a direction with magnitude = 1
var direction = difference.normalized;
// here you "clamp" use the smaller of either
// the max radius or the magnitude of the difference vector
var distance = Mathf.Min(maxRadius, difference.magnitude);
// and finally apply the end position
var endPosition = startPosition + direction * distance;
line.SetPosition(1, endPosition);
}
}
This is how it could look like
I've written the following pseudo code, which may help you
float rang ;
Bool drag=true;
GameObject ball;
OnMouseDrag () {
if(drag) {
//Put your dragging code here
}
if (ball.transform.position>range)
Drag=false;
else Drage=true;
}

Restricting movement of a 2d object to backward only in UNITY

I'm making a simple project in Unity where there is a Ball attached to a SpringJoint2d component the ball is on an angled slope, like in the image below:
I simply want the user to be able to drag the ball backward along the edge of the slope only,in other words I don't want the user to be able to move the ball away from the slope or into it.
I'v been trying several ways I thought could do the job hers the script of the dragging with what I tried:
(This Is the updated version)
public class ball : MonoBehaviour
{
public Rigidbody2D rb;
public Transform spring;
public Transform calcpoint;
private Vector3 start;
private Vector3 end;
private bool isPressed = false;
RaycastHit2D[] hits = new RaycastHit2D[2];
RaycastHit2D[] hits2 = new RaycastHit2D[2];
float factor = 0;
private void OnMouseDown()
{
if (!isPressed)
{
isPressed = true;
rb.isKinematic = true;
}
}
private void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(release());
}
/// <summary>
/// release the ball from the spring joint after a small amount of time
/// </summary>
/// <returns></returns>
IEnumerator release()
{
yield return new WaitForSeconds(0.1f);
rb.GetComponent<SpringJoint2D>().enabled = false;
}
// Update is called once per frame
void Update()
{
if (isPressed)
{
if (Vector3.Distance(spring.position, rb.position) > 3f || spring.position.x < (rb.position.x - 1)) return;//restrict the dragging of the ball to not go beyond the spring point and not too far back
float angle = 0;
if (checkGround() > 1)//if we hit the slope with the ray cast downward from the mouse/Tap position
{
angle = Mathf.Abs(Mathf.Atan2(hits[1].normal.x, hits[1].normal.y) * Mathf.Rad2Deg); //get angle
factor = (float)(((45 - angle) * 0.02) + 1) * (angle / 45);//an inaccurate formula to offset the ball to be on top of the slope that works just fine with some glitches
rb.position = hits[1].point + new Vector2(0, factor * 1f);//position the ball at the point were the ray cast downward from the mouse hit
//(that puts the ball center on the line of the slope) so I offset it usinf the formula above
}
}
}
private int checkGround()
{
int h = Physics2D.RaycastNonAlloc(Camera.main.ScreenToWorldPoint(Input.mousePosition), -Vector2.up, hits); //cast downwards
return h;
}
}
here are the settings on the ball:
and the slope setup:
The dragging of the ball works fine ,at one point the player could drag it in the air or into the slope, I managed to fix that with the new code so now the player could only drag it on the edge, though my calculations are still a bit flawed and when the slopes angle is changed the ball would dip a bit inside the slope and that causes some problems at release.
The method used to try to solve the problem is simple, when the player start dragging the ball I cast a ray from the mouse downward and pit the ball on the point of impact with the slope ,offsetting it to sit on top of it,right ow the problem is that the offsetting part is not accurate enough.
I hope I explained myself a bit better this time Thanks:)
After lots of trial and error I did manage to come up with a perfect solution to the problem so I thought I might as well share the answer maybe it will help someone.
here is the updated code I changed my method of restricting the movement completely now I use simple linear line equation as shown below:
private void OnMouseDown()
{
if (!isPressed)
{
//cast a ray on the slope
if (checkGround() > 1)
{
angle = Mathf.Abs(Mathf.Atan2(hits[1].normal.x, hits[1].normal.y) * Mathf.Rad2Deg); //get angle
slope = Mathf.Tan(angle * Mathf.Deg2Rad);//get the slope steepiness
}
isPressed = true;
rb.isKinematic = true;
}
}
private void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(release());
}
void Update() {
if (isPressed)
{
xMove = Camera.main.ScreenToWorldPoint(Input.mousePosition).x - spring.position.x;//get how much the mouse moved backward or forward
if (xMove < -3f ) xMove = -3f; //restrict the drag range to 3 backward
if (xMove > 0.3f) xMove = 0.3f;//restrict the drag range to 0.3 forward
xpos = spring.position.x+xMove;//since the ball and the spring start at exactly the same position the new ball's x position would be the spring x + the x movement we calculated above
ypos = (xMove * slope)- spring.position.y; //the y posistion would be y=mx+b so the the x movement * the slop steepiness - the starting y position
rb.position = new Vector2(xpos, -ypos);//set the new position of the ball
}
}
private int checkGround()
{
int h = Physics2D.RaycastNonAlloc(Camera.main.ScreenToWorldPoint(Input.mousePosition), -Vector2.up, hits); //cast downwards
return h;
}

Painting sprite in unity

Problem :
I want to make prototype for cleaning windows (I mean cleaning dirty windows) in unity.
I was searching about this subject and finding that I can change pixel by Texture2D.SetPixel().
I try to do it by this method, First I enabled read/write of texture and try this method but nothing happened on my sprite.
So I want to ask it if it's possible to change alpha of the sprite that is clicked by mouse or touched to show the below sprite of original one !?
My Code :
private RaycastHit2D hitInfo;
private SpriteRenderer spriteRendererComponent;
private Color zeroAlpha;
// Use this for initialization
void Start ()
{
spriteRendererComponent = transform.GetComponent<SpriteRenderer>();
zeroAlpha = Color.blue;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
MouseClick();
}
}
public void MouseClick()
{
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x, (int)hitInfo.point.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}
Answer :
You can use this thread for Optimizing of changing pixels of sprite
I've found answer about changing pixels of sprite (Painting)
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (CustomInput.ControlStay())
{
hitInfo = CustomInput.ClickednTouched().hitInfo;
if (hitInfo)
{
UpdateTexture();
}
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x + 2.5f) / 5 * copiedTexture2D.width);
int m2 = (int)((hitInfo.point.y + 2.5f) / 5 * copiedTexture2D.height);
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
Another problem :
Finding pixel on sprite :
In Unity3d we have RaycastHit.textureCoord but it doesn't exist anymore in 2D. I was searching about this problem, a lot but I didn't find anything useful.
So I want to know the solution for this problem and I'm wondering why method like textureCoord in 3D doesn't exist in 2D.
Answer :
I've found answer again as you see in the previous code for finding pixel on sprite.
Thread : Finding pixel on sprite in Unity
Check this out!
I have fixed your script. Works on different texture sizes. Different texture places and camera size. Require box collider 2d.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
hitInfo = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if (hitInfo)
{
UpdateTexture();
}
}
if (Input.GetMouseButtonUp(0))
{
Resources.UnloadUnusedAssets();
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x));
int m2 = (int)((hitInfo.point.y - hitInfo.collider.bounds.min.y) * (copiedTexture2D.height / hitInfo.collider.bounds.size.y));
//Vector2 extremeScreenPoint = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
//Debug.Log("extremeScreenPoint= " + extremeScreenPoint.x
// + " hitInfo.point.x =" + hitInfo.point.x
// //+ " mousePosition =" + Camera.main.ScreenToWorldPoint(Input.mousePosition).x
// + " bounds.min =" + hitInfo.collider.bounds.min .x
// + " bounds.max =" + hitInfo.collider.bounds.max .x
// + " size =" + hitInfo.collider.bounds.size.x
// + " hit =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x)
// + " pixels =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x)
// );
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
//DestroyImmediate(copiedTexture2D, true);
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
}
I worked with Writing and Reading a Texture once (for a scratching card).
You have to consider that when you change the Pixels of the Sprite, you are changing the pixels for the entire texture. So let's say that i change the pixel 1x1, most likely it will not change the pixel 1x1 in my sprite if i have a bunch of sprites in the same texture. So you have to consider the offsets of the sprite and reposition the pixel that you want to change.
Try to do something like this:
public void MouseClick()
{
Vector2 offset = new Vector2(XXX, YYY);
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x + offset.x, (int)hitInfo.point.y + offset.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}

2D projectile trajectory prediction (unity3d)

(Using unity3d 4.3 2d, it uses box2d like physics).
I have problems with predicting trajectory
I'm using:
Vector2 startPos;
float power = 10.0f;
float interval = 1/30.0f;
GameObject[] ind;
void Start (){
transform.rigidbody2D.isKinematic = true;
ind = new GameObject[dots];
for(int i = 0; i<dots; i++){
GameObject dot = (GameObject)Instantiate(Dot);
dot.renderer.enabled = false;
ind[i] = dot;
}
}
void Update (){
if(shot) return;
if(Input.GetAxis("Fire1") == 1){
if(!aiming){
aiming = true;
startPos = Input.mousePosition;
ShowPath();
}
else{
CalculatePath();
}
}
else if(aiming && !shot){
transform.rigidbody2D.isKinematic = false;
transform.rigidbody2D.AddForce(GetForce(Input.mous ePosition));
shot = true;
aiming = false;
HidePath();
}
}
Vector2 GetForce(Vector3 mouse){
return (new Vector2(startPos.x, startPos.y)- new Vector2(mouse.x, mouse.y))*power;
}
void CalculatePath(){
ind[0].transform.position = transform.position; //set frist dot to ball position
Vector2 vel = GetForce(Input.mousePosition); //get velocity
for(int i = 1; i < dots; i++){
ind[i].renderer.enabled = true; //make them visible
Vector3 point = PathPoint(transform.position, vel, i); //get position of the dot
point.z = -1.0f;
ind[i].transform.position = point;
}
}
Vector2 PathPoint(Vector2 startP, Vector2 startVel, int n){
//Standard formula for trajectory prediction
float t = interval;
Vector2 stepVelocity = t*startVel;
Vector2 StepGravity = t*t*Physics.gravity;
Vector2 whattoreturn = ((startP + (n * stepVelocity)+(n*n+n)*StepGravity) * 0.5f);
return whattoreturn;
}
Using this, I get wrong trajectory.
1. It's like gravity doesn't drag trajectory down at all, and yes i know that gravity is weak because:
t*t*Physics.gravity = 0.03^2 * vector2(0, -9.8) = vector2(0, -0.00882)
But that is the formula :S
2. Since gravity is low, velocity is too strong.
Here is the video:
http://tinypic.com/player.php?v=1z50w3m&s=5
Trajectory formula form:
http://www.iforce2d.net/b2dtut/projected-trajectory
What should I do?
I found that if I set
StepGravity to something stronger like (0, -0.1)
and devide startVel by 8
I get nearly right trajectory, but i don't want that, I need true trajectory path.
Users from answer.unity3d.com said I should ask here, because here is a bigger group of mathematical coders.
And I searched a lot about this problem (that how I found that formula).
you're only calculating the effect of gravity over 1/30th of a second for each step - you need to do it cumulatively. Step 1 should end with a velocity of 0.09G, Step 2 with .18G, step3 with .27G etc.
Here's a very simple example that draws the ballistic trajectory based on start velocity and a supplied time:
using UnityEngine;
using System.Collections;
public class grav : MonoBehaviour {
public Vector3 StartVelocity;
public float PredictionTime;
private Vector3 G;
void OnDrawGizmos()
{
if (G == Vector3.zero)
{
// a hacky way of making sure this gets initialized in editor too...
// this assumes 60 samples / sec
G = new Vector3(0,-9.8f,0) / 360f;
}
Vector3 momentum = StartVelocity;
Vector3 pos = gameObject.transform.position;
Vector3 last = gameObject.transform.position;
for (int i = 0; i < (int) (PredictionTime * 60); i++)
{
momentum += G;
pos += momentum;
Gizmos.DrawLine(last, pos);
last = pos;
}
}
}
In you version you'd want draw your dots where I'm drawing the Gizmo, but it's the same idea unless I'm misunderstanding your problem.