// Solve the firing arc with a fixed lateral speed. Vertical speed and gravity varies. // This enables a visually pleasing arc. // // proj_pos (Vector3): point projectile will fire from // lateral_speed (float): scalar speed of projectile along XZ plane // target_pos (Vector3): point projectile is trying to hit // max_height (float): height above Max(proj_pos, impact_pos) for projectile to peak at // // fire_velocity (out Vector3): firing velocity // gravity (out float): gravity necessary to projectile to hit precisely max_height // impact_point (out Vector3): point where moving targetPlayer will be hit // // return (bool): true if a valid solution was found public static bool solve_ballistic_arc_lateral(Vector3 proj_pos, float lateral_speed, Vector3 target, Vector3 target_velocity, float max_height_offset, out Vector3 fire_velocity, out float gravity, out Vector3 impact_point) { // Handling these cases is up to your project's coding standards Debug.Assert(proj_pos != target && lateral_speed > 0, "Ballistics.solve_ballistic_arc_lateral called with invalid data"); // Initialize output variables fire_velocity = Vector3.zero; gravity = 0f; impact_point = Vector3.zero; // Ground plane terms Vector3 targetVelXZ = new Vector3(target_velocity.x, 0f, target_velocity.z); Vector3 diffXZ = target - proj_pos; diffXZ.y = 0; // Derivation // (1) Base formula: |P + V*t| = S*t // (2) Substitute variables: |diffXZ + targetVelXZ*t| = S*t // (3) Square both sides: Dot(diffXZ,diffXZ) + 2*Dot(diffXZ, targetVelXZ)*t + Dot(targetVelXZ, targetVelXZ)*t^2 = S^2 * t^2 // (4) Quadratic: (Dot(targetVelXZ,targetVelXZ) - S^2)t^2 + (2*Dot(diffXZ, targetVelXZ))*t + Dot(diffXZ, diffXZ) = 0 float c0 = Vector3.Dot(targetVelXZ, targetVelXZ) - lateral_speed * lateral_speed; float c1 = 2f * Vector3.Dot(diffXZ, targetVelXZ); float c2 = Vector3.Dot(diffXZ, diffXZ); double t0, t1; int n = Ballistics.SolveQuadric(c0, c1, c2, out t0, out t1); // pick smallest, positive time bool valid0 = n > 0 && t0 > 0; bool valid1 = n > 1 && t1 > 0; float t; if (!valid0 && !valid1) { return(false); } else if (valid0 && valid1) { t = Mathf.Min((float)t0, (float)t1); } else { t = valid0 ? (float)t0 : (float)t1; } // Calculate impact point impact_point = target + (target_velocity * t); // Calculate fire velocity along XZ plane Vector3 dir = impact_point - proj_pos; fire_velocity = new Vector3(dir.x, 0f, dir.z).normalized *lateral_speed; // Solve system of equations. Hit max_height at t=.5*time. Hit targetPlayer at t=time. // // peak = y0 + vertical_speed*halfTime + .5*gravity*halfTime^2 // end = y0 + vertical_speed*time + .5*gravity*time^s // Wolfram Alpha: solve b = a + .5*v*t + .5*g*(.5*t)^2, c = a + vt + .5*g*t^2 for g, v float a = proj_pos.y; // initial float b = Mathf.Max(proj_pos.y, impact_point.y) + max_height_offset; // peak float c = impact_point.y; // final gravity = -4 * (a - 2 * b + c) / (t * t); fire_velocity.y = -(3 * a - 4 * b + c) / t; return(true); }
// Solve quartic function: c0*x^4 + c1*x^3 + c2*x^2 + c3*x + c4. // Returns number of solutions. public static int SolveQuartic(double c0, double c1, double c2, double c3, double c4, out double s0, out double s1, out double s2, out double s3) { s0 = double.NaN; s1 = double.NaN; s2 = double.NaN; s3 = double.NaN; double[] coeffs = new double[4]; double z, u, v, sub; double A, B, C, D; double sq_A, p, q, r; int num; /* normal form: x^4 + Ax^3 + Bx^2 + Cx + D = 0 */ A = c1 / c0; B = c2 / c0; C = c3 / c0; D = c4 / c0; /* substitute x = y - A/4 to eliminate cubic term: x^4 + px^2 + qx + r = 0 */ sq_A = A * A; p = -3.0 / 8 * sq_A + B; q = 1.0 / 8 * sq_A * A - 1.0 / 2 * A * B + C; r = -3.0 / 256 * sq_A * sq_A + 1.0 / 16 * sq_A * B - 1.0 / 4 * A * C + D; if (IsZero(r)) { /* no absolute term: y(y^3 + py + q) = 0 */ coeffs[3] = q; coeffs[2] = p; coeffs[1] = 0; coeffs[0] = 1; num = Ballistics.SolveCubic(coeffs[0], coeffs[1], coeffs[2], coeffs[3], out s0, out s1, out s2); } else { /* solve the resolvent cubic ... */ coeffs[3] = 1.0 / 2 * r * p - 1.0 / 8 * q * q; coeffs[2] = -r; coeffs[1] = -1.0 / 2 * p; coeffs[0] = 1; SolveCubic(coeffs[0], coeffs[1], coeffs[2], coeffs[3], out s0, out s1, out s2); /* ... and take the one real solution ... */ z = s0; /* ... to build two quadric equations */ u = z * z - r; v = 2 * z - p; if (IsZero(u)) { u = 0; } else if (u > 0) { u = System.Math.Sqrt(u); } else { return(0); } if (IsZero(v)) { v = 0; } else if (v > 0) { v = System.Math.Sqrt(v); } else { return(0); } coeffs[2] = z - u; coeffs[1] = q < 0 ? -v : v; coeffs[0] = 1; num = Ballistics.SolveQuadric(coeffs[0], coeffs[1], coeffs[2], out s0, out s1); coeffs[2] = z + u; coeffs[1] = q < 0 ? v : -v; coeffs[0] = 1; if (num == 0) { num += Ballistics.SolveQuadric(coeffs[0], coeffs[1], coeffs[2], out s0, out s1); } if (num == 1) { num += Ballistics.SolveQuadric(coeffs[0], coeffs[1], coeffs[2], out s1, out s2); } if (num == 2) { num += Ballistics.SolveQuadric(coeffs[0], coeffs[1], coeffs[2], out s2, out s3); } } /* resubstitute */ sub = 1.0 / 4 * A; if (num > 0) { s0 -= sub; } if (num > 1) { s1 -= sub; } if (num > 2) { s2 -= sub; } if (num > 3) { s3 -= sub; } return(num); }