類似憤怒小鳥的飛行彈道,小鳥飛行彈道
拋體運動的類型:
"很多子彈不僅垂直運動而且追隨著水平的運動。那就,當他們向上移動或向下運動時也正在水平方向移動。彈體的運動 — — 橫向和縱向
運動的兩個組成部分。
垂直運動:
在垂直運動,重力作用在物體上,並給予負加速度"-9.8 m/s²"(重心加速度)。這意味著物體的速度在每一秒減小-9.8 米/² 。自由落體的速度是 V = g * t。 如果我們有初始速度那麼,物體下落速度方程: V = Vi + g * t 加速度是-9.8 m/s²,在做自由落體時距離的計算方程 ;S= 1/2 * g * t * t ;考慮對象的初始速度情況下的
公式計算 ;S = Vi * t - 1/2 * g * t * t ;距離被減去,因為 g 的方向是向下。
橫向運動:
在水平運動,沒有外力作用在水平方向勻速運動。因而在此基礎上,是恒定的速度的 X 分量,在 X 方向的加速度為零。下面給出了用於計算距離和速度方程。S = v * t ; 下面是簡單的 c# 代碼,將顯示球的彈道路徑時它會沿著路徑拋出。
註: 添加如下指令碼到槍炮對象上。 建立 prefebs 球和軌跡點將運行時執行個體化。 球必須有Collider和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; } }}