# Calculating Lead For Projectiles

Author: Daniel Brauer

These functions calculate an intercept point based on the current positions and constant velocities of a shooter and a target, along with a projectile speed. They're really good for shooting asteroids with machine guns, but won't work as well for targets that can dodge.

## How to use the intercept function

This is an example of how to call FirstOrderIntercept. The result is that interceptPoint is the point in space where the projectile can hit the target. If you fire a projectile at that point, and the target doesn't accelerate, you'll hit it (except when hitting it is impossible).

// === variables you need === //how fast our shots move float shotSpeed; //objects GameObject shooter; GameObject target; // === derived variables === //positions Vector3 shooterPosition = shooter.transform.position; Vector3 targetPosition = target.transform.position; //velocities Vector3 shooterVelocity = shooter.rigidbody ? shooter.rigidbody.velocity : Vector3.zero; Vector3 targetVelocity = target.rigidbody ? target.rigidbody.velocity : Vector3.zero; //calculate intercept Vector3 interceptPoint = FirstOrderIntercept ( shooterPosition, shooterVelocity, shotSpeed, targetPosition, targetVelocity ); //now use whatever method to launch the projectile at the intercept point

## Calculating the intercept point

This code is based on solving the first order (velocity, no acceleration) version of the problem. It properly handles the situation where the target's relative velocity and the shot velocity are equal, which causes a singularity if not dealt with specially. Also, it returns the target's current position if there are no positive solutions. This is because it's not always possible to intercept a target. For example, the target may be moving away from the shooter with a velocity higher than the shot velocity.

//first-order intercept using absolute target position public static Vector3 FirstOrderIntercept ( Vector3 shooterPosition, Vector3 shooterVelocity, float shotSpeed, Vector3 targetPosition, Vector3 targetVelocity ) { Vector3 targetRelativePosition = targetPosition - shooterPosition; Vector3 targetRelativeVelocity = targetVelocity - shooterVelocity; float t = FirstOrderInterceptTime ( shotSpeed, targetRelativePosition, targetRelativeVelocity ); return targetPosition + t*(targetRelativeVelocity); } //first-order intercept using relative target position public static float FirstOrderInterceptTime ( float shotSpeed, Vector3 targetRelativePosition, Vector3 targetRelativeVelocity ) { float velocitySquared = targetRelativeVelocity.sqrMagnitude; if(velocitySquared < 0.001f) return 0f; float a = velocitySquared - shotSpeed*shotSpeed; //handle similar velocities if (Mathf.Abs(a) < 0.001f) { float t = -targetRelativePosition.sqrMagnitude/ ( 2f*Vector3.Dot ( targetRelativeVelocity, targetRelativePosition ) ); return Mathf.Max(t, 0f); //don't shoot back in time } float b = 2f*Vector3.Dot(targetRelativeVelocity, targetRelativePosition); float c = targetRelativePosition.sqrMagnitude; float determinant = b*b - 4f*a*c; if (determinant > 0f) { //determinant > 0; two intercept paths (most common) float t1 = (-b + Mathf.Sqrt(determinant))/(2f*a), t2 = (-b - Mathf.Sqrt(determinant))/(2f*a); if (t1 > 0f) { if (t2 > 0f) return Mathf.Min(t1, t2); //both are positive else return t1; //only t1 is positive } else return Mathf.Max(t2, 0f); //don't shoot back in time } else if (determinant < 0f) //determinant < 0; no intercept path return 0f; else //determinant = 0; one intercept path, pretty much never happens return Mathf.Max(-b/(2f*a), 0f); //don't shoot back in time }