# Similar to the flight trajectory of Angry Birds, the flight trajectory of birds

Source: Internet
Author: User

Similar to the flight trajectory of Angry Birds, the flight trajectory of birds

Type of throwing motion:
"Many bullets not only vertically but also follow the horizontal movement. Then they are moving horizontally as they move up or down. Body Movement-horizontal and vertical

The two components of motion.
Vertical Motion:
In vertical motion, gravity acts on the object, and the negative acceleration "-9.8 Mb/s" (center of gravity acceleration) is given ). This means that the object speed is reduced by-9.8 m/² per second. The Free drop speed is V = g * t. If we have an initial velocity, the equation of the falling velocity of an object is: V = Vi + g * t. The acceleration is-9.8 Mbit/s, and the distance calculation equation is used for the free falling body; S = 1/2 * g * t; considering the initial object speed

Formula calculation; S = Vi * t-1/2 * g * t; the distance is subtracted because g is downward.
Horizontal movement:
In horizontal motion, there is no external force acting at a constant speed in the horizontal direction. Therefore, the X component is a constant velocity, and the acceleration in the X direction is zero. The distance and velocity equations are given below. S = v * t; below is a simple c # code that will throw along the path when the ball's ballistic path is displayed.
Note: add the following script to the gun object. Create a prefebs ball and trajectory point to be instantiated at runtime. The ball must have Collider and Rigidbody.
:

`using UnityEngine;using System.Collections;using System.Collections.Generic;public class CannonScript : MonoBehaviour {// TrajectoryPoint and Ball will be instantiated    public GameObject TrajectoryPointPrefeb;    public GameObject BallPrefb;        private GameObject ball;    private bool isPressed, isBallThrown;    private float power = 25;    private int numOfTrajectoryPoints = 30;    private List trajectoryPoints;    //---------------------------------------        void Start ()    {        trajectoryPoints = new List();        isPressed = isBallThrown =false;//   TrajectoryPoints are instatiated        for(int i=0;i<numOfTrajectoryPoints;i++)        {            GameObject dot= (GameObject) Instantiate(TrajectoryPointPrefeb);            dot.renderer.enabled = false;            trajectoryPoints.Insert(i,dot);        }    }    //---------------------------------------        void Update ()     {        if(isBallThrown)            return;        if(Input.GetMouseButtonDown(0))        {            isPressed = true;            if(!ball)                createBall();        }        else if(Input.GetMouseButtonUp(0))        {            isPressed = false;            if(!isBallThrown)            {                throwBall();            }        }    // when mouse button is pressed, cannon is rotated as per mouse movement and projectile trajectory path is displayed.        if(isPressed)        {            Vector3 vel = GetForceFrom(ball.transform.position,Camera.main.ScreenToWorldPoint(Input.mousePosition));            float angle = Mathf.Atan2(vel.y,vel.x)* Mathf.Rad2Deg;            transform.eulerAngles = new Vector3(0,0,angle);            setTrajectoryPoints(transform.position, vel/ball.rigidbody.mass);        }    }    //---------------------------------------        // Following method creates new ball    //---------------------------------------        private void createBall()    {        ball = (GameObject) Instantiate(BallPrefb);        Vector3 pos = transform.position;        pos.z=1;        ball.transform.position = pos;        ball.SetActive(false);    }    //---------------------------------------    // Following method gives force to the ball    //---------------------------------------        private void throwBall()    {        ball.SetActive(true);            ball.rigidbody.useGravity = true;        ball.rigidbody.AddForce(GetForceFrom(ball.transform.position,Camera.main.ScreenToWorldPoint(Input.mousePosition)),ForceMode.Impulse);        isBallThrown = true;    }    //---------------------------------------    // Following method returns force by calculating distance between given two points    //---------------------------------------        private Vector2 GetForceFrom(Vector3 fromPos, Vector3 toPos)    {        return (new Vector2(toPos.x, toPos.y) - new Vector2(fromPos.x, fromPos.y))*power;    }    //---------------------------------------        // Following method displays projectile trajectory path. It takes two arguments, start position of object(ball) and initial velocity of object(ball).    //---------------------------------------        void setTrajectoryPoints(Vector3 pStartPosition , Vector3 pVelocity )    {        float velocity = Mathf.Sqrt((pVelocity.x * pVelocity.x) + (pVelocity.y * pVelocity.y));        float angle = Mathf.Rad2Deg*(Mathf.Atan2(pVelocity.y , pVelocity.x));        float fTime = 0;                fTime += 0.1f;        for (int i = 0 ; i < numOfTrajectoryPoints ; i++)        {            float dx = velocity * fTime * Mathf.Cos(angle * Mathf.Deg2Rad);            float dy = velocity * fTime * Mathf.Sin(angle * Mathf.Deg2Rad) - (Physics2D.gravity.magnitude * fTime * fTime / 2.0f);            Vector3 pos = new Vector3(pStartPosition.x + dx , pStartPosition.y + dy ,2);            trajectoryPoints[i].transform.position = pos;            trajectoryPoints[i].renderer.enabled = true;            trajectoryPoints[i].transform.eulerAngles = new Vector3(0,0,Mathf.Atan2(pVelocity.y - (Physics.gravity.magnitude)*fTime,pVelocity.x)*Mathf.Rad2Deg);            fTime += 0.1f;        }    }}`

Related Keywords:
Related Article

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

## A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

• #### Sales Support

1 on 1 presale consultation

• #### After-Sales Support

24/7 Technical Support 6 Free Tickets per Quarter Faster Response

• Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.