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Question by littleface91 · Feb 26, 2015 at 01:36 PM · physicsvector3bulletsreflect

Ricochet Trajectories C#

I'm having trouble calculating the angle of reflection for bullet trajectories in a 3rd person shooter I'm developing.

I can get the Y rotation to work fine, but when trying to implement the X rotation, it all goes a bit funny.

I'm using Vector3.reflect to calculate the angle, then using Mathf.Atan2 to turn that into a degree value.

 void FixedUpdate(){
         Ray ray = new Ray(transform.position,transform.forward);
         RaycastHit hit;
         Debug.DrawRay(transform.position,transform.forward);
         
         if(Physics.Raycast(ray, out hit, Time.deltaTime*velocity + 0.1f)){
             Vector3 reflectDirection = Vector3.Reflect(ray.direction,hit.normal);
             float rotY = Mathf.Atan2(reflectDirection.x,reflectDirection.z)*Mathf.Rad2Deg;
             float rotX = Mathf.Atan2(reflectDirection.y,reflectDirection.z)*Mathf.Rad2Deg;
             Debug.Log ("rotX = "+rotX+", rotY = "+rotY);
             transform.eulerAngles = new Vector3 (rotX,rotY,transform.rotation.z);            
         }
         if(velocity >0){
             //velocity -= drag;
         }else{
             Destroy(this.gameObject);
         }
         downForce += gravity*Time.deltaTime;
         this.transform.Translate(Vector3.forward*velocity*Time.deltaTime, this.transform);
         //this.transform.Translate(Vector3.down*downForce);
         int materialSelect = (int)(velocity / 160);
         thisRenderer.material = materials [materialSelect];    
     }

I can't get my head around this. Any help would be vastly apreciated.

Cheers, Alex

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Answer by littleface91 · Feb 26, 2015 at 03:38 PM

Found the problem, I shouldn't have been using a Vector3 as my out value. I did this instead and it works perfectly;

     void FixedUpdate(){
         //bulletHit = DoHitCheck();
         Ray ray = new Ray(transform.position,transform.forward);
         RaycastHit hit;
         //Debug.DrawRay(transform.position,transform.forward);
         
         if(Physics.Raycast(ray, out hit, Time.deltaTime*velocity + 0.1f)){
             Vector3 reflectDirection = Vector3.Reflect(ray.direction.normalized,hit.normal);
             transform.rotation = Quaternion.LookRotation(reflectDirection);
         }
         if(velocity >0){
             velocity -= drag;
         }else{
             Destroy(this.gameObject);
         }
         downForce += gravity*Time.deltaTime;
         this.transform.Translate(Vector3.forward*velocity*Time.deltaTime, this.transform);
         this.transform.Translate(Vector3.down*downForce);
         //Debug.Log ("" + velocity);
         int materialSelect = (int)(velocity / 160);
         thisRenderer.material = materials [materialSelect];
         
 
     }
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