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Question by unity_bibIFrr_mkm9jw · Nov 23, 2020 at 01:27 PM · trajectoryprediction

Trajectory prediction

Hello.

I'm testing trajectory prediction, but i'm facing a little issue.

Let's assume the following capture :

alt text

With red dots : current trajectory of my projectiles. The green area is the Line Renderer for showing the prediction to the user. The blacks ones : what i'm expecting.

How can I adjust my line renderer to obtain the expected result ?

Here is my code that manage the prediction:

                     Vector2 velocity = ShootForce(Input.mousePosition) * Time.fixedDeltaTime / ballBody.mass;
 
                     Vector2 mPos = new Vector2(transform.position.x, transform.position.y);
                     print(mPos);
 
                     Vector2[] trajectory = CalculatePath(mbody, mPos, velocity, 500);
 
                     lineRenderer.positionCount = trajectory.Length;
 
                     Vector3[] positions = new Vector3[trajectory.Length];
 
                     for (int i = 0; i < trajectory.Length; i++)
                     {
                         positions[i] = trajectory[i];
                     }
 
                     lineRenderer.SetPositions(positions);
 
                     Vector3 targetPos = positions.Last() + (transform.position - positions.Last()) / 1.09f;
                     Vector3 diff = targetPos - transform.position;
                     diff.Normalize();
 
                     float angle = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;
                     transform.rotation = Quaternion.Euler(0f, 0f, angle);


And the associated Vector2 function:

     public Vector2[] CalculatePath(Rigidbody2D rigidbody, Vector2 pos, Vector2 velocity, int steps)
     {
         Vector2[] results = new Vector2[steps];
 
         float timeStep = Time.fixedDeltaTime / Physics2D.velocityIterations;
         Vector2 gravityAccel = Physics2D.gravity * rigidbody.gravityScale * timeStep * timeStep;
 
         float drag = 1f - timeStep * rigidbody.drag;
         Vector2 moveStep = velocity * timeStep;
 
         print("Move Step: " + moveStep);
 
         for (int i = 0; i < steps; i++)
         {
             moveStep += gravityAccel;
             moveStep *= drag;
             pos += moveStep;
             results[i] = pos;
         }
 
         return results;
     }


Any help would be appreciated :)

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