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

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@@ -3,7 +3,8 @@ project(uml)
set(CMAKE_CXX_STANDARD 26)
option(BUILD_TESTS "Build test programs" ON)
add_library(uml STATIC source/Vector3.cpp)
add_library(uml STATIC source/Vector3.cpp
include/uml/prediction/engine.h)
add_subdirectory(source)
add_subdirectory(extlibs)

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@@ -1,58 +0,0 @@
//
// Created by vlad on 11/6/23.
//
#pragma once
#include <optional>
#include <uml/Vector3.h>
namespace uml::prediction
{
struct Projectile
{
Vector3 m_origin;
float m_velocity{};
float m_gravityMultiplier = 1.f;
};
struct Target
{
Vector3 m_origin;
Vector3 m_vecVelocity;
bool m_IsAirborne;
};
class ProjectilePredictor
{
public:
explicit ProjectilePredictor(float gravityValue,
float maxTimeToTravel = 3.f,
float timeStep = 0.1f);
[[nodiscard]]
std::optional<Vector3> PredictPointToAim(const Target& target,
const Projectile& projectile) const;
private:
const float m_gravity;
const float m_maxTravelTime;
const float m_timeStepSize;
[[nodiscard]]
Vector3 LinearPrediction(const Target& target, float time) const;
[[nodiscard]]
std::optional<float>
MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const;
[[nodiscard]]
std::optional<float> ProjectileTravelTime(const Vector3& end,
const Projectile& projectile,
float angle) const;
[[nodiscard]]
bool IsTargetWasHit(const Vector3& end, const Projectile& projectile, float angle, float time) const;
};
};

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@@ -57,7 +57,7 @@ namespace uml
{
return *reinterpret_cast<type*>(this);
}
[[nodiscard]] static Vector3 CreateVelocity(const Vector3& angles, float length);
[[nodiscard]] static Vector3 CreateVelocity(float pitch, float yaw, float speed);
[[nodiscard]] float Sum() const;
[[nodiscard]] float Sum2D() const;
[[nodiscard]] Vector3 ViewAngleTo(const Vector3& other) const;

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@@ -6,6 +6,6 @@
namespace uml::angles
{
[[nodiscard]] float RadToDeg(float rads);
[[nodiscard]] float DegToRad(float degrees);
[[nodiscard]] float RadiansToDegrees(float rads);
[[nodiscard]] float DegreesToRadians(float degrees);
}

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@@ -0,0 +1,37 @@
//
// Created by Vlad on 6/9/2024.
//
#pragma once
#include <optional>
#include "uml/Vector3.h"
#include "uml/prediction/Projectile.h"
#include "uml/prediction/Target.h"
namespace uml::prediction
{
class Engine
{
public:
explicit Engine(float gravityConstant, float simulationTimeStep, float maximumSimulationTime);
[[nodiscard]]
std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, const Target& target) const;
private:
const float m_gravityConstant;
const float m_simulationTimeStep;
const float m_maximumSimulationTime;
[[nodiscard]]
std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const;
[[nodiscard]]
bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch, float time) const;
};
}

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@@ -0,0 +1,25 @@
//
// Created by Vlad on 6/9/2024.
//
#pragma once
#include "uml/Vector3.h"
namespace uml::prediction
{
class Projectile final
{
public:
[[nodiscard]]
Vector3 CalculateVelocity(float pitch, float yaw) const;
[[nodiscard]]
Vector3 PredictPosition(float pitch, float yaw, float time, float gravity) const;
Vector3 m_origin;
float m_launchSpeed{};
float m_gravityScale{};
};
}

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@@ -0,0 +1,22 @@
//
// Created by Vlad on 6/9/2024.
//
#pragma once
#include "uml/Vector3.h"
namespace uml::prediction
{
class Target final
{
public:
[[nodiscard]]
Vector3 PredictPosition(float time, float gravity) const;
Vector3 m_origin;
Vector3 m_velocity;
bool m_isAirborne{};
};
}

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@@ -2,6 +2,7 @@ target_sources(uml PRIVATE
Vector3.cpp
matrix.cpp
angles.cpp
ProjectilePredictor.cpp
color.cpp
Vector4.cpp)
add_subdirectory(prediction)

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@@ -1,118 +0,0 @@
//
// Created by vlad on 11/6/23.
//
#include "uml/ProjectilePredictor.h"
#include "uml/Vector3.h"
#include "uml/angles.h"
#include <cmath>
#include <cstdio>
namespace uml::prediction
{
ProjectilePredictor::ProjectilePredictor(float gravityValue,
float maxTimeToTravel,
float timeStep)
: m_gravity(gravityValue), m_maxTravelTime(maxTimeToTravel), m_timeStepSize(timeStep)
{
}
std::optional<Vector3> ProjectilePredictor::PredictPointToAim(
const Target &target, const Projectile &projectile) const
{
for (float time = 0.0f; time <= m_maxTravelTime; time += m_timeStepSize)
{
auto predictedTargetPosition = LinearPrediction(target, time);
const auto projectilePitch =
MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
if (!projectilePitch.has_value()) [[unlikely]]
return std::nullopt;
if (!IsTargetWasHit(predictedTargetPosition, projectile, projectilePitch.value(), time))
continue;
const auto delta2d = (predictedTargetPosition - projectile.m_origin).Length2D();
const auto height = delta2d * std::tan(angles::DegToRad(projectilePitch.value()));
predictedTargetPosition.z = projectile.m_origin.z + height;
return predictedTargetPosition;
}
return std::nullopt;
}
Vector3 ProjectilePredictor::LinearPrediction(const Target &target, float time) const
{
auto predicted = target.m_origin + target.m_vecVelocity * time;
if (target.m_IsAirborne)
predicted.z -= m_gravity * std::pow(time, 2.f) * 0.5f;
return predicted;
}
std::optional<float>
ProjectilePredictor::MaybeCalculateProjectileLaunchPitchAngle(const Projectile &projectile,
const Vector3 &targetPosition)
const
{
const auto bulletGravity = m_gravity * projectile.m_gravityMultiplier;
const auto delta = targetPosition - projectile.m_origin;;
const auto distance2d = delta.Length2D();
float root = std::pow(projectile.m_velocity, 4.f) - bulletGravity * (bulletGravity *
std::pow(distance2d, 2.f) + 2.0f * delta.z * std::pow(projectile.m_velocity, 2.f));
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((std::pow(projectile.m_velocity, 2.f) - root) / (bulletGravity * distance2d));
return angles::RadToDeg(angle);
}
std::optional<float> ProjectilePredictor::ProjectileTravelTime(const Vector3 &end,
const Projectile &projectile,
const float angle) const
{
auto launchAngles = projectile.m_origin.ViewAngleTo(end);
launchAngles.x = angle;
const auto velocity = Vector3::CreateVelocity(launchAngles, projectile.m_velocity);
for (float time = 0.0f; time <= m_maxTravelTime; time += m_timeStepSize)
{
auto currentPos = projectile.m_origin + velocity * time;
currentPos.z -= m_gravity * projectile.m_gravityMultiplier * std::pow(time, 2.f) * 0.5f;
if (currentPos.DistTo(end) <= 10.f)
return time;
}
return std::nullopt;
}
bool ProjectilePredictor::IsTargetWasHit(const Vector3 &end, const Projectile &projectile, const float angle,
const float time) const
{
auto launchAngles = projectile.m_origin.ViewAngleTo(end);
launchAngles.x = angle;
const auto velocity = Vector3::CreateVelocity(launchAngles, projectile.m_velocity);
auto currentPos = projectile.m_origin + velocity * time;
currentPos.z -= m_gravity * projectile.m_gravityMultiplier * std::pow(time, 2.f) * 0.5f;
return currentPos.DistTo(end) <= 10.f;
}
}

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@@ -177,13 +177,13 @@ namespace uml
return {x / v.x, y / v.y, z / v.z};
}
Vector3 Vector3::CreateVelocity(const Vector3 &angles, const float length)
Vector3 Vector3::CreateVelocity(const float pitch, const float yaw, const float speed)
{
return
{
std::cos(angles::DegToRad(angles.x)) * std::cos(angles::DegToRad(angles.y)) * length,
std::cos(angles::DegToRad(angles.x)) * std::sin(angles::DegToRad(angles.y)) * length,
std::sin(angles::DegToRad(angles.x)) * length,
std::cos(angles::DegreesToRadians(pitch)) * std::cos(angles::DegreesToRadians(yaw)) * speed,
std::cos(angles::DegreesToRadians(pitch)) * std::sin(angles::DegreesToRadians(yaw)) * speed,
std::sin(angles::DegreesToRadians(pitch)) * speed,
};
}
@@ -205,8 +205,8 @@ namespace uml
// Make x negative since -89 is top and 89 is bottom
return
{
-angles::RadToDeg(asinf(delta.z / distance)),
angles::RadToDeg(atan2f(delta.y, delta.x)),
-angles::RadiansToDegrees(asinf(delta.z / distance)),
angles::RadiansToDegrees(atan2f(delta.y, delta.x)),
0.f
};
}

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@@ -8,13 +8,13 @@
namespace uml::angles
{
float RadToDeg(float rads)
float RadiansToDegrees(const float radiands)
{
return rads * 180.f / std::numbers::pi_v<float>;
return radiands * (180.f / std::numbers::pi_v<float>);
}
float DegToRad(float degrees)
float DegreesToRadians(const float degrees)
{
return degrees * std::numbers::pi_v<float> / 180.f;
return degrees * (std::numbers::pi_v<float> / 180.f);
}
}

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@@ -0,0 +1 @@
target_sources(uml PRIVATE Engine.cpp Projectile.cpp Target.cpp)

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@@ -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;
}
}

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@@ -0,0 +1,23 @@
//
// Created by Vlad on 6/9/2024.
//
#include "uml/prediction/Projectile.h"
#include <cmath>
namespace uml::prediction
{
Vector3 Projectile::CalculateVelocity(const float pitch, const float yaw) const
{
return Vector3::CreateVelocity(pitch, yaw, m_launchSpeed);
}
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{
auto currentPos = m_origin + Vector3::CreateVelocity(pitch, yaw, m_launchSpeed) * time;
currentPos.z -= (gravity * m_gravityScale) * std::pow(time, 2.f) * 0.5f;
return currentPos;
}
}

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@@ -0,0 +1,20 @@
//
// Created by Vlad on 6/9/2024.
//
#include "uml/prediction/Target.h"
#include <cmath>
namespace uml::prediction
{
Vector3 Target::PredictPosition(const float time, const float gravity) const
{
auto predicted = m_origin + m_velocity * time;
if (m_isAirborne)
predicted.z -= gravity * std::pow(time, 2.f) * 0.5f;
return predicted;
}
}

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@@ -1,13 +1,13 @@
#include <gtest/gtest.h>
#include <uml/ProjectilePredictor.h>
#include <uml/prediction/Engine.h>
TEST(x,x)
{
uml::prediction::Target target{.m_origin = {100, 0, 60}, .m_vecVelocity = {0,0, 0}, .m_IsAirborne = false};
uml::prediction::Projectile proj = {.m_origin = {3,2,1}, .m_velocity = 400, .m_gravityMultiplier= 0.4};
auto vel = uml::prediction::ProjectilePredictor(400).PredictPointToAim(target, proj);
uml::prediction::Target target{.m_origin = {100, 0, 60}, .m_velocity = {0, 0, 0}, .m_isAirborne = false};
uml::prediction::Projectile proj = {.m_origin = {3,2,1}, .m_launchSpeed = 400, .m_gravityScale= 0.4};
auto vel = uml::prediction::Engine(400, 1.f / 10000.f, 50).MaybeCalculateAimPoint(proj, target);
auto pitch = proj.m_origin.ViewAngleTo(vel.value()).x;
// printf("pitch: %f", pitch);
printf("pitch: %f", pitch);
}