On 13 September 2010 11:55, Spiderdab <77...@tiscali.it> wrote:

>> I was about to start on a spreadsheet to generate ballistic
>> trajectories as G-code, then remembered that I am at work and paid to
>> do other stuff. When do you need this project working?
>>
> you're a gentleman.. maybe  i just need a little example to start, than
> i can improve that so i'm not going to take away time from your work.
> (but tell me truth, which is more interesting? :-)

Note that the ball stops instantaneously at the end of each arc, when
it hits the player, and before setting off in a new direction.
So, the path can be derived by pasting together a sequence of simple
ballistic arcs.
This does mean that each "hit" of the ball will appear to be equally
hard (and will be governed by the global accelleration values).
This spreadsheet just calculates a ballistic trajectory between points
in X,Y,Z space.
You need to enter starting X,Y,Z and finish X,Y. You will have to
fiddle the initial elevation angle and velocity to hit your final Z
position as this is a discrete step algorithm rather than an
analytical solution. (Sorry).
Air resistance is modelled as linear with velocity. This is probably
not true. If you want to use a more complex term then it is easy
enough to change the equations.
https://spreadsheets.google.com/ccc?key=0AhjJW1-T6n7CdDRTdWRvdnByRHEyTW1vZ2VYbWxDSVE&hl=en&authkey=CMP5ouIK

-- 
atp

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