I'm current facing a problem where in my trajectory line is very inaccurate
Please see the attached image below
Here's where it goes
Here's my code so far
private void Start()
{
line = new GameObject[maxDots];
for (int i = 0; i < line.Length; i++)
{
var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
go.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
line[i] = go;
}
startPos = transform.position;
}
on my OnMouseUp
is for shooting the ball
//TEMPORARY
private void OnMouseUp()
{
// Disable IsKenematic
GetComponent<Rigidbody2D>().isKinematic = false;
// Add the Force
Vector2 dir = startPos - (Vector2)transform.position;
GetComponent<Rigidbody2D>().AddForce(dir * force);
//Remove the script (not the gameobject)
Destroy(this);
}
And on my OnMouseDrag
is for the ball to keep in radius cause I set a limit for the dragging of the ball
private void OnMouseDrag()
{
DisplayLine();
//Convert mouse potision to world position
Vector2 p = Camera.main.ScreenToWorldPoint(Input.mousePosition);
//Keep it in a certain radius
float radius = 1.8f;
Vector2 dir = p - startPos;
if (dir.sqrMagnitude > radius)
{
dir = dir.normalized * radius;
//Set position
transform.position = startPos + dir;
}
}
Here's my method of displaying the line
void DisplayLine()
{
line[0].transform.position = transform.position;
Vector3 v3 = transform.position;
float y = (forces * (home - transform.position)).y;
float t = 0.0f;
v3.y = 0.0f;
for(int i = 1; i < line.Length; i++)
{
v3 += forces * (home - transform.position) * spacing;
t += spacing;
v3.y = y * t + 0.5f * Physics2D.gravity.y * t * t + transform.position.y;
line[i].transform.position = v3;
}
}
What I am trying to do is that create a trajectory prediction line for my game I know I am almost there but still couldn't get the exact output that I want. Could someone help me. Thank you.
Use the same function to calculate both. Then you won't have the problem also any change on trajectory calculation results in only one change not two.
Solved it
line[0].transform.position = transform.position;
Vector2 v2 = transform.position;
float y = (force *( startPos - (Vector2)transform.position)).y;
float t = 0.0f;
v2.y = 0.0f;
for(int i = 1; i < line.Length; i++)
{
v2 += force * (startPos - (Vector2)transform.position) * spacing;
t += spacing;
v2.y = y * t + 0.5f * Physics2D.gravity.y * t * t + transform.position.y;
line[i].transform.position = v2;
}
I need to change from vector3 to vector2 so I need to cast (vector2) between those transform.positions.y
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