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How to do it...
Thanks to our previous hard work, this recipe is a real piece of cake:
- Create the GetFireDirection function:
public static Vector3 GetFireDirection (Vector3 startPos, Vector3 endPos, float speed) { // body }
- Solve the corresponding quadratic equation:
Vector3 direction = Vector3.zero; Vector3 delta = endPos - startPos; float a = Vector3.Dot(Physics.gravity, Physics.gravity); float b = -4 * (Vector3.Dot(Physics.gravity, delta) + speed * speed); float c = 4 * Vector3.Dot(delta, delta); if (4 * a * c > b * b) return direction; float time0 = Mathf.Sqrt((-b + Mathf.Sqrt(b * b - 4 * a * c)) / (2*a)); float time1 = Mathf.Sqrt((-b - Mathf.Sqrt(b * b - 4 * a * c)) / (2*a));
- If shooting the projectile is feasible given the parameters, return a non-zero direction vector:
float time; if (time0 < 0.0f) { if (time1 < 0) return direction; time = time1; } else { if (time1 < 0) time = time0; else time = Mathf.Min(time0, time1); } direction = 2 * delta - Physics.gravity * (time * time); direction = direction / (2 * speed * time); return direction;