#10 Add Projectile Asset
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BlueWater/Assets/Blobcreate.meta
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BlueWater/Assets/Blobcreate/Projectile Toolkit.meta
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BlueWater/Assets/Blobcreate/Projectile Toolkit/Core.meta
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BlueWater/Assets/Blobcreate/Projectile Toolkit/Core.meta
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fileFormatVersion: 2
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guid: 10bfbda347b24f24c9ab677441dfe160
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folderAsset: yes
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// Copyright (c) 2022 Blobcreate & Ge Ge
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using UnityEngine;
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namespace Blobcreate.ProjectileToolkit
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{
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public static class Projectile
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{
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/// <summary>
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/// Computes the launch velocity by the given start point, end point, and coefficient
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/// a of the quadratic function f(x) = ax^2 + bx + c which determines the trajectory
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/// of the projectile motion.
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/// </summary>
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/// <param name="a">The a coefficient of the quadratic function f(x) = ax^2 + bx + c.
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/// It determines the shape and speed of the trajectory, for example, -0.2f makes the
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/// trajectory curvier and slower while -0.01f makes it straighter and faster. Should
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/// always be negative.</param>
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public static Vector3 VelocityByA(Vector3 start, Vector3 end, float a)
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{
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var vec = end - start;
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var n = vec.y;
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vec.y = 0;
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var m = vec.magnitude;
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var b = n / m - m * a;
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var vx = Mathf.Sqrt(Physics.gravity.y / (2 * a)); // vy + g*m/vx = (2*a*m + b) * vx
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var vy = b * vx;
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var direction = vec / m;
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return new Vector3(direction.x * vx, vy, direction.z * vx);
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}
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/// <summary>
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/// Computes the launch velocity by the given start point, end point, and launch angle
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/// in degrees.
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/// </summary>
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/// <param name="elevationAngle">The launch angle in degrees. 0 means launch
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/// horizontally. Should be from -90f (exclusive) to 90f (exclusive) and greater than
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/// the elevation angle formed by start to end.</param>
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public static Vector3 VelocityByAngle(Vector3 start, Vector3 end, float elevationAngle)
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{
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var b = Mathf.Tan(Mathf.Deg2Rad * elevationAngle);
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var vec = end - start;
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var n = vec.y;
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vec.y = 0;
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var m = vec.magnitude;
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var a = (n / m - b) / m;
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var vx = Mathf.Sqrt(Physics.gravity.y / (2 * a));
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var vy = b * vx;
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var direction = vec / m;
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return new Vector3(direction.x * vx, vy, direction.z * vx);
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}
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/// <summary>
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/// Computes the launch velocity by the given start point, end point, and time in
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/// seconds the projectile flies from start to end. The projectile object will be
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/// exactly at the end point time seconds after launch.
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/// </summary>
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/// <param name="time">The time in seconds you want the projectile to fly from start
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/// to end.</param>
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public static Vector3 VelocityByTime(Vector3 start, Vector3 end, float time)
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{
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return new Vector3(
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(end.x - start.x) / time,
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(end.y - start.y) / time - 0.5f * Physics.gravity.y * time,
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(end.z - start.z) / time);
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}
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/// <summary>
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/// Computes the launch velocity by the given start point, end point, and max height
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/// of the projectile motion.
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/// </summary>
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/// <param name="heightFromEnd">The height measured from the end point (for example,
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/// 1f means the max height of the trajectory is 1 meter above the end point). The
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/// algorithm automatically clamps the value if it is lower than the y value of
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/// start or end.</param>
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public static Vector3 VelocityByHeight(Vector3 start, Vector3 end, float heightFromEnd)
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{
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var h = end.y + heightFromEnd - start.y;
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if (h < 0)
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{
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h = 0;
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heightFromEnd = start.y - end.y;
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}
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var time = Mathf.Sqrt(-2 * h / Physics.gravity.y) + Mathf.Sqrt(-2 * heightFromEnd / Physics.gravity.y);
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return VelocityByTime(start, end, time);
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}
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/// <summary>
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/// Computes the two angle results by the given start point, end point, and launch
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/// speed. Returns false if out of reach.
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/// </summary>
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/// <param name="speed">The launch speed of the projectile object.</param>
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/// <param name="lowAngle">The lower angle that satisfies the conditions, or 0 if the
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/// method returns false.</param>
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/// <param name="highAngle">The higher angle that satisfies the conditions, or 0 if the
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/// method returns false.</param>
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public static bool AnglesBySpeed(Vector3 start, Vector3 end, float speed, out float lowAngle, out float highAngle)
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{
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var vec = end - start;
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var n = vec.y;
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vec.y = 0;
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var m = vec.magnitude;
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// Note that the b and c here are of the quadratic equation that calculates
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// the b value of the quadratic function of the projectile motion.
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var b = (2 * speed * speed) / (m * Physics.gravity.y);
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var c = -(b * n / m) + 1;
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var delta = b * b - 4 * c;
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if (delta < 0)
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{
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lowAngle = default;
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highAngle = default;
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return false;
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}
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var deltaRoot = Mathf.Sqrt(delta);
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lowAngle = Mathf.Atan((-b - deltaRoot) * 0.5f) * Mathf.Rad2Deg;
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highAngle = Mathf.Atan((-b + deltaRoot) * 0.5f) * Mathf.Rad2Deg;
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return true;
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}
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/// <summary>
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/// Computes the two velocity results by the given start point, end point, and launch
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/// speed. Returns false if out of reach.
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/// </summary>
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/// <param name="speed">The launch speed of the projectile object.</param>
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/// <param name="lowAngleV">The lower-angle velocity that satisfies the conditions,
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/// or (0, 0, 0) if the method returns false.</param>
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/// <param name="highAngleV">The higher-angle velocity that satisfies the conditions,
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/// or (0, 0, 0) if the method returns false.</param>
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public static bool VelocitiesBySpeed(Vector3 start, Vector3 end, float speed, out Vector3 lowAngleV, out Vector3 highAngleV)
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{
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if (!AnglesBySpeed(start, end, speed, out var lowAngle, out var highAngle))
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{
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lowAngleV = default;
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highAngleV = default;
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return false;
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}
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var dirXZ = end - start;
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dirXZ.y = 0;
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dirXZ.Normalize();
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var right = Vector3.Cross(Vector3.down, dirXZ);
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var ro = Quaternion.AngleAxis(lowAngle, right);
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var dir = ro * dirXZ;
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lowAngleV = speed * dir;
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ro = Quaternion.AngleAxis(highAngle, right);
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dir = ro * dirXZ;
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highAngleV = speed * dir;
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return true;
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}
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/// <summary>
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/// Computes the position of the projectile at the given time counted from the moment
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/// the projectile is at origin.
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/// </summary>
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/// <param name="time">The time counted from the moment the projectile is at origin.</param>
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/// <param name="gAcceleration">Gravitational acceleration, equals the magnitude of
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/// gravity (normally equals Physics.gravity.y).</param>
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public static Vector3 PositionAtTime(Vector3 origin, Vector3 originVelocity, float time, float gAcceleration)
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{
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var vy = originVelocity.y + time * gAcceleration;
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var py = 0.5f * time * (originVelocity.y + vy);
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var displacement = new Vector3(time * originVelocity.x, py, time * originVelocity.z);
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return origin + displacement;
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}
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/// <summary>
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/// Computes the trajectory points of the projectile and stores them into the buffer.
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/// </summary>
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/// <param name="distance">To calculate the positions to how far, from origin and
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/// ignoring height.</param>
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/// <param name="count">How many positions to calculate, including the origin and end.</param>
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/// <param name="gAcceleration">Gravitational acceleration, equals the magnitude of
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/// gravity (normally equals Physics.gravity.y).</param>
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/// <param name="positions">The buffer to store the calculated positions.</param>
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public static void Positions(Vector3 origin, Vector3 originVelocity, float distance, int count, float gAcceleration, Vector3[] positions)
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{
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var vxz = originVelocity;
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vxz.y = 0;
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float timeInterval = distance / vxz.magnitude / (count - 1);
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var y = 0.5f * gAcceleration * timeInterval;
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positions[0] = origin;
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for (int i = 1; i < positions.Length; i++)
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{
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positions[i] = origin + i * timeInterval *
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new Vector3(originVelocity.x, originVelocity.y + i * y, originVelocity.z);
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}
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}
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// Will be available in the next release! PEB stands for physics-engine-based.
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// public static void PEBPositions(Vector3 origin, Vector3 originVelocity, int iterations, float gAcceleration, Vector3[] positions)
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// {
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// var vxz = originVelocity;
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// vxz.y = 0;
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// positions[0] = origin;
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// var prevPos = origin;
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// var vy = originVelocity.y;
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// for (int i = 1; i < positions.Length; i++)
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// {
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// vy += gAcceleration * Time.fixedDeltaTime;
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// positions[i] = prevPos + Time.fixedDeltaTime *
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// new Vector3(originVelocity.x, vy, originVelocity.z);
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// prevPos = positions[i];
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// }
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// }
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/// <summary>
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/// Tests if a projectile at start can use the vertical velocity (y) of startVelocity
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/// to hit the elevation (y) of end, if true, outputs the time of flight based on the
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/// vertical speed. Horizontal speed is ignored.
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/// </summary>
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/// <param name="startVelocity">The velocity at the start point, or launch velocity.</param>
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/// <param name="timesOfFlight">The time results that a projectile fly from start to
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/// end with the launch velocity startVelocity.</param>
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public static bool VerticalFlightTest(Vector3 start, Vector3 end, Vector3 startVelocity, out Vector2 timesOfFlight)
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{
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timesOfFlight = new Vector2(-1f, -1f);
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var a = 0.5f * Physics.gravity.y;
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var b = startVelocity.y;
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var c = start.y - end.y;
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var delta = b * b - 4 * a * c;
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if (delta < 0f)
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return false;
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var ta = (-b + Mathf.Sqrt(delta)) / (2 * a);
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var tb = (-b - Mathf.Sqrt(delta)) / (2 * a);
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timesOfFlight = new Vector2(ta, tb);
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return true;
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}
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/// <summary>
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/// Tests if a projectile at start can use startVelocity to hit end, and outputs the
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/// time of flight.
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/// </summary>
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/// <param name="startVelocity">The velocity at the start point, or launch velocity.</param>
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/// <param name="testMode">FlightTestMode (Enum).</param>
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/// <param name="timeOfFlight">The time that a projectile fly from start to end with
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/// the launch velocity startVelocity.</param>
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public static bool FlightTest(Vector3 start, Vector3 end, Vector3 startVelocity, FlightTestMode testMode, out float timeOfFlight)
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{
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var dXZ = end - start;
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var sqrDistance = dXZ.x * dXZ.x + dXZ.z * dXZ.z;
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var sqrSpeed = startVelocity.x * startVelocity.x + startVelocity.z * startVelocity.z;
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var testT = Mathf.Sqrt(sqrDistance / sqrSpeed);
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if (testMode == FlightTestMode.Horizontal)
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{
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timeOfFlight = testT;
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if (sqrSpeed == 0f)
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{
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if (sqrDistance == 0f)
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return true;
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else
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return false;
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}
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return true;
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}
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if (testMode == FlightTestMode.Both)
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{
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if (testT == float.NaN)
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testMode = FlightTestMode.VerticalB;
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else
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{
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var vy = startVelocity.y + testT * Physics.gravity.y;
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var py = 0.5f * testT * (startVelocity.y + vy) + start.y;
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timeOfFlight = testT;
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return Mathf.Abs(py - end.y) < 0.04f;
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}
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}
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if (testMode == FlightTestMode.VerticalB ||
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testMode == FlightTestMode.VerticalA)
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{
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if (VerticalFlightTest(start, end, startVelocity, out var results))
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{
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if (testMode == FlightTestMode.VerticalB)
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timeOfFlight = results.y;
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else
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timeOfFlight = results.x;
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return timeOfFlight >= 0f;
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}
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}
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timeOfFlight = -1f;
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return false;
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}
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/// <summary>
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/// Computes how far a projectile that uses the given speed at start can reach at the
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/// given elevation endElevation. Returns -1f if can't reach the elevation.
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/// </summary>
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/// <param name="endElevation">The elevation (y) of the target point you want the
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/// projectile motion to hit or pass through.</param>
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/// <param name="speed">The launch speed of the projectile object.</param>
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public static float ElevationalReach(Vector3 start, float endElevation, float speed)
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{
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var n = endElevation - start.y;
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var bm = (2 * speed * speed) / Physics.gravity.y;
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var invSqr = 4f / (bm * bm + 4f * bm * n);
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if (invSqr <= 0f)
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return -1f;
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return Mathf.Sqrt(1f / invSqr);
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}
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/// <summary>
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/// Computes how far a projectile that uses the given speed at start can reach at the
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/// given elevation endElevation, and outputs the corresponding launch angle. Returns
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/// -1f if can't reach the elevation.
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/// </summary>
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/// <param name="endElevation">The elevation (y) of the target point you want the
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/// projectile motion to hit or pass through.</param>
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/// <param name="speed">The launch speed of the projectile object.</param>
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/// <param name="angle">The angle that satisfies the conditions.</param>
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public static float ElevationalReach(Vector3 start, float endElevation, float speed, out float angle)
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{
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var n = endElevation - start.y;
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var bm = (2 * speed * speed) / Physics.gravity.y;
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var invSqr = 4f / (bm * bm + 4f * bm * n);
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if (invSqr <= 0f)
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{
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angle = default;
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return -1f;
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}
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var m = Mathf.Sqrt(1f / invSqr);
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var b = bm / m;
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angle = Mathf.Atan(-b * 0.5f) * Mathf.Rad2Deg;
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return m;
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}
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}
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public enum FlightTestMode
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{
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/// <summary>
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/// Calculates the time of flight based on the horizontal speed. Vertical speed is
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/// ignored.
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/// </summary>
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Horizontal,
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/// <summary>
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/// Calculates the time of flight that hit the elevation of the end point for the
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/// second time, based on the vertical speed. Horizontal speed is ignored.
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/// </summary>
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VerticalB,
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/// <summary>
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/// Calculates the time of flight that hit the elevation of the end point for the
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/// first time, based on the vertical speed. Horizontal speed is ignored.
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/// </summary>
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VerticalA,
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/// <summary>
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/// Tests the given velocity both horizontally and vertically, and outputs the time
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/// of flight if the velocity is correct.
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/// </summary>
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Both,
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//Strict // coming soon!
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}
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}
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fileFormatVersion: 2
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guid: 54efc3763750db243bdec00752296b7e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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namespace Blobcreate.ProjectileToolkit
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{
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public class TrajectoryPredictor : MonoBehaviour
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{
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[SerializeField] LineRenderer line;
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Vector3[] positions;
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int validCount;
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Vector3 gravity;
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float gAcceleration;
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public LineRenderer Line { get => line; set => line = value; }
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public Vector3[] Positions => positions;
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public int PositionCount => validCount;
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/// <summary>
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/// The gravity that used to simulate trajectories. Currently does not support custom gravity direction.
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||||
/// </summary>
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public Vector3 Gravity
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{
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get => gravity;
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set
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{
|
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gravity = value;
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gAcceleration = -gravity.magnitude;
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}
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}
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/// <summary>
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/// Computes and renders the trajectory.
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||||
/// </summary>
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||||
/// <param name="origin">Launch position, or the position of the projectile at a certain time (usually current).</param>
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||||
/// <param name="originVelocity">The velocity of the projectile when it is at origin.</param>
|
||||
/// <param name="distance">To calculate the positions to how far, from origin and ignoring height.</param>
|
||||
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