refactored projectile prediction

This commit is contained in:
2024-06-09 21:14:33 +03:00
parent c600d53b20
commit 07360f4e91
16 changed files with 222 additions and 197 deletions

View File

@@ -0,0 +1,71 @@
//
// Created by Vlad on 6/9/2024.
//
#include "uml/prediction/Engine.h"
#include <cmath>
#include <uml/angles.h>
namespace uml::prediction
{
Engine::Engine(const float gravityConstant, const float simulationTimeStep, const float maximumSimulationTime)
: m_gravityConstant(gravityConstant),
m_simulationTimeStep(simulationTimeStep),
m_maximumSimulationTime(maximumSimulationTime)
{
}
std::optional<Vector3> Engine::MaybeCalculateAimPoint(const Projectile &projectile, const Target &target) const
{
for (float time = 0.f; time < m_maximumSimulationTime; time += m_simulationTimeStep)
{
const auto predictedTargetPosition = target.PredictPosition(time, m_gravityConstant);
const auto projectilePitch = MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
if (!projectilePitch.has_value()) [[unlikely]]
continue;
if (!IsProjectileReachedTarget(predictedTargetPosition, projectile, projectilePitch.value(), time))
continue;
const auto delta2d = (predictedTargetPosition - projectile.m_origin).Length2D();
const auto height = delta2d * std::tan(angles::DegreesToRadians(projectilePitch.value()));
return Vector3(predictedTargetPosition.x, predictedTargetPosition.y, projectile.m_origin.z + height);
}
return std::nullopt;
}
std::optional<float> Engine::MaybeCalculateProjectileLaunchPitchAngle(const Projectile &projectile,
const Vector3 &targetPosition) const
{
const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
const auto delta = targetPosition - projectile.m_origin;;
const auto distance2d = delta.Length2D();
float root = std::pow(projectile.m_launchSpeed, 4.f) - bulletGravity * (bulletGravity *
std::pow(distance2d, 2.f) + 2.0f * delta.z * std::pow(projectile.m_launchSpeed, 2.f));
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((std::pow(projectile.m_launchSpeed, 2.f) - root) / (bulletGravity * distance2d));
return angles::RadiansToDegrees(angle);
}
bool Engine::IsProjectileReachedTarget(const Vector3 &targetPosition, const Projectile &projectile,
const float pitch, const float time) const
{
const auto yaw = projectile.m_origin.ViewAngleTo(targetPosition).y;
const auto projectilePosition = projectile.PredictPosition(pitch, yaw, time, m_gravityConstant);
return projectilePosition.DistTo(targetPosition) <= 10.f;
}
}