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Question by Flue · Dec 20, 2013 at 02:08 PM · trajectory

Points in trajectory

Im creating a game, in which you can throw a ball. The ball is fired at a set angle, and then the velocity of the ball is set with this function: (Its copy pasted from another question in here, so in not 100% on the math)

function BallisticVel(target: Vector3, angle: float): Vector3 { var dir = target - transform.position; // get target direction var h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction var dist = dir.magnitude ; // get horizontal distance var a = angle Mathf.Deg2Rad; // convert angle to radians
dir.y = dist
Mathf.Tan(a); // set dir to the elevation angle

 dist += h / Mathf.Tan(a);  // correct for small height differences
 var vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a));     // calculate the velocity magnitude
 
 var UpVel = dist * Mathf.Sin(angle * (Mathf.PI / 180));
 
 
 return vel * dir.normalized;

}

This gives the right velocity for the ball, to hit the target, but im a little lost in the math.

I would like to know maybe 3 different points in space, where the ball will pass through at 25%, 50%, and 75% of the trajectory. Right now i just calculate 25% of the horizontal distance, added to the launch position, and set the y to StartUpVelocity (TrajectoryTime / 4) - ½ Gravity * (TrajectoryTime / 4) in the power of 2.

But this of course isnt right, becouse 25% of time traveled, is not nescisarily 25% of the distance traveled. Theres also the height difference to account for. The ball is fired from y 2.0, to about y 0.1.

Anyone who can show me the proper calculations, to get Vector3 points in the trajectory given the variables in the code above, accounting for height differences?

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Answer by Ankit Priyarup · Jan 10, 2014 at 10:53 AM

http://youtu.be/ZCDiTxBT1nE This is the script created by me i hope this will be helpfull

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