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;        }    }}

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