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get Projectile hit moving target |
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| Jan30-08, 06:39 AM | #1 |
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get Projectile hit moving target
Hello i need this för a coding project im currently occupying myself with =)
ok so the system is in a 2D space, the projectile starts at a height H and is supossed to hit target T. the targets y.coord is constant Ty but his x has a speed Tv towards the projectiles start. the target starts at a distance D from the projectile. the projectile has a given starting speed of Pv0 and the angle A. oh right and gravity is affecting the projectile =) SO! what i need is a formula that can tell what angle I need to hit the target. Thanks in advance |
| Jan31-08, 01:37 AM | #2 |
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Was this too difficult or is there not enough information??
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| Jan31-08, 04:48 PM | #3 |
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You can write an expression for the location of the projectile as a function of t and the angle, and you can write an expression for the location of the target as a function of t. Set them equal to each other and you have an equation describing when they collide. That leaves 2 equations in 2 unknowns so you can solve for t and the angle.
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| Feb3-08, 06:36 AM | #4 |
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get Projectile hit moving target
This is how far ive got. Im stuck so can you please say how i can solve the rest or if there is some other way to solve it.
it might be quite hard to follow on screen so i suggest you follow my calculations on paper. the target's y coordinate is always 0 Tv = the target's X velocity (speed) Pv = the projectile's velocity d0 = the target's x coordinate at t=0 y0 = the projectile's y coordinate at t=0 Pvx = Pv * cosa Pvy = Pv * sina +gt Px = Pv *cosa *t Tx = d0 + Tv *t Py = y0 + Pv* sina + (g*t^2) / 2 Ty = 0 Tx = Px Ty = Py (1.) d0 + Tv *t = Pv *cosa *t (2.) 0 = y0 + Pv* sina + (g*t^2) / 2 (1.) cosa^2 = ( ( d0 + Tv *t )/(Pv * t) )^2 (2.) sina^2 = (( -y0 -(g*t^2) / 2 ) / Pv)^2 cosa^2 + sina^2 = 1 (1.) + (2.) = 1 ( ( d0 + Tv *t )/(Pv * t) )^2 + (( -y0 -(g*t^2) / 2 ) / Pv)^2 = 1 |
| Feb3-08, 10:03 AM | #5 |
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You shouldn't try to solve this by hand. You should either plug the equations into a symbolic math package, like Mathematica, or you should solve it numerically. Just for grins I used Mathematica. I had these two equations describing repectively the x and y coordinates of the collision:
T0x + t Tvx == Pv t Cos[a] 2 P0y + g t^2 + 2 Pv t Sin[a] == 0 Solving this simple appearing system for t and a resulted in 8 roots, each one of which was over 100 pages of output. You could probably solve this a more clever way to get fewer roots and slightly simpler expressions. One typical way is to not solve for the angle but rather the x and y components. But you would never get something truly simple. If you are coding I would recommend using a numerical solver. There are lots of packages available, many for free. |
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