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3d Parabolic Trajectory

开发者 https://www.devze.com 2022-12-18 00:44 出处:网络
I\'m trying to figure out some calculations using arcs in 3d space but am a bit lost. Lets say that I want to animate an arc in 3d sp开发者_运维技巧ace to connect 2 x,y,z coordinates (both coordinates

I'm trying to figure out some calculations using arcs in 3d space but am a bit lost. Lets say that I want to animate an arc in 3d sp开发者_运维技巧ace to connect 2 x,y,z coordinates (both coordinates have a z value of 0, and are just points on a plane). I'm controlling the arc by sending it a starting x,y,z position, a rotation, a velocity, and a gravity value. If I know both the x,y,z coordinates that need to be connected, is there a way to calculate what the necessary rotation, velocity, and gravity values to connect it from the starting x,y,z coordinate to the ending one?

Thanks.

EDIT: Thanks tom10. To clarify, I'm making "arcs" by creating a parabola with particles. I'm trying to figure out how to ( by starting a parabola formed by a series particles with an beginning x,y,z,velocity,rotation,and gravity) determine where it will in end(the last x,y,z coordinates). So if it if these are the two coordinates that need to be connected:

x1=240;
y1=140;
z1=0;

x2=300;
y2=200;
z2=0;

how can the rotation, velocity, and gravity of this parabola be calculated using only these variables start the formation of the parabola:

x1=240;
y1=140;
z1=0;
rotation;
velocity;
gravity;

I am trying to keep the angle a constant value.


This link describes the ballistic trajectory to "hit a target at range x and altitude y when fired from (0,0) and with initial velocity v the required angle(s) of launch θ", which is what you want, right? To get your variables into the right form, set the rotation angle (in the x-y plane) so you're pointing in the right direction, that is atan(y/x), and from then on out, to match the usual terminology for 2D problem, rewrite your z to y, and the horizontal distance to the target (which is sqrt(xx + yy)) as x, and then you can directly use the formula in link.


Do the same as you'd do in 2D. You just have to convert your figures to an affine space by rotating the axis, so one of them becomes zero; then solve and undo the rotation.

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