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Assets/Plugins/PropulsionPhysics/Scripts/TrajectoryLine.cs
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59
Assets/Plugins/PropulsionPhysics/Scripts/TrajectoryLine.cs
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using UnityEngine;
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using System.Collections;
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namespace Polycrime
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{
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public static class TrajectoryLine
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{
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public static void Render(Vector3 startPoint, Vector3 endPoint, float time, Color color)
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{
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Vector3 initialVelocity = TrajectoryMath.CalculateVelocity(startPoint, endPoint, time);
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float deltaTime = time / initialVelocity.magnitude;
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int drawSteps = (int)(initialVelocity.magnitude - 0.5f)+1;
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Vector3 currentPosition = startPoint;
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Vector3 previousPosition = currentPosition;
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Gizmos.color = color;
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if (IsParabolicVelocity(initialVelocity))
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{
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for (int i = 0; i < drawSteps; i++)
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{
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currentPosition += (initialVelocity * deltaTime) + (0.5f * Physics.gravity * deltaTime * deltaTime);
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initialVelocity += Physics.gravity * deltaTime;
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Gizmos.DrawLine(previousPosition, currentPosition);
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//////////////////////////////////////////////////////////////////////////////////
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// If the next loop is the last iteration, then don't update the previous position
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// vector so it can be used to draw the gizmos arrow.
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if ((i + 1) < drawSteps)
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{
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previousPosition = currentPosition;
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}
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}
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DrawArrow(previousPosition, (currentPosition - previousPosition));
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}
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else
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{
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Vector3 newUpDirection = new Vector3(currentPosition.x, endPoint.y, currentPosition.z);
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Gizmos.DrawLine(currentPosition, newUpDirection);
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DrawArrow(newUpDirection, new Vector3(0f, 0.01f, 0f));
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}
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}
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private static void DrawArrow(Vector3 position, Vector3 direction)
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{
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int[] arrowAngles = new int[] { 225, 135 };
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foreach (int angle in arrowAngles)
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{
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Vector3 endPoint = Quaternion.LookRotation(direction) * Quaternion.Euler(0, angle, 0) * Vector3.forward;
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Gizmos.DrawRay(position + direction, endPoint * 0.5f);
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}
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}
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private static bool IsParabolicVelocity(Vector3 velocity)
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{
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return !(velocity.x == 0 && velocity.z == 0);
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}
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}
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}
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