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improved projectile prediction
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@@ -10,67 +10,98 @@
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namespace uml::prediction
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{
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std::optional<Vector3>
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ProjectilePredictor::CalculateViewAngles(const Vector3 &origin,
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const Vector3 &target,
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const Vector3 &targetVelocity,
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float gravity,
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float bulletSpeed,
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float bulletGravity,
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bool inAir)
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ProjectilePredictor::ProjectilePredictor(float gravityValue,
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float maxTimeToTravel,
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float timeStep)
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: m_gravity(gravityValue), m_maxTravelTime(maxTimeToTravel), m_timeStepSize(timeStep)
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{
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constexpr float maxTime = 3.0f;
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constexpr float timeStep = 0.001f;
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for (float time = 0.0f; time <= maxTime; time += timeStep)
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}
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std::optional<Vector3> ProjectilePredictor::PredictPointToAim(
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const Target &target, const Projectile &projectile) const
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{
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for (float time = 0.0f; time <= m_maxTravelTime; time += m_timeStepSize)
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{
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auto predPos = target + targetVelocity * time;
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const auto predictedTargetPosition = LinearPrediction(target, time);
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if (inAir)
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predPos -= Vector3(0, 0, gravity * (time * time) * 0.5);
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const auto projectilePitch =
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MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
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const auto angle = CalculateAimPitch(origin, predPos, bulletSpeed, bulletGravity);
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if (!angle.has_value())
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if (!projectilePitch.has_value())
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return std::nullopt;
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const auto timeToHit = ProjectileTravelTime((predPos - origin).Length2D(), *angle, bulletSpeed);
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const auto timeToHit = ProjectileTravelTime(predictedTargetPosition,
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projectile,
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projectilePitch.value());
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if (timeToHit > time)
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continue;
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return Vector3();
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auto viewAngles = origin.ViewAngleTo(predPos);
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viewAngles.x = angle.value();
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return viewAngles;
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}
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return std::nullopt;
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}
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std::optional<float>
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ProjectilePredictor::CalculateAimPitch(const Vector3 &origin, const Vector3 &target,
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float bulletSpeed, float bulletGravity)
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Vector3 ProjectilePredictor::LinearPrediction(const Target &target, float time) const
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{
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const auto delta = target - origin;
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auto predicted = target.m_origin + target.m_vecVelocity * time;
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if (target.m_IsAirborne)
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predicted.z -= m_gravity * std::pow(time, 2.f) * 0.5f;
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return predicted;
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}
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std::optional<float>
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ProjectilePredictor::MaybeCalculateProjectileLaunchPitchAngle(const Projectile &projectile,
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const Vector3 &targetPosition)
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const
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{
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const auto delta = targetPosition - projectile.m_origin;
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const auto distance2d = delta.Length2D();
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const auto projectileGravity = m_gravity * projectile.m_gravityMultiplier;
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float root = powf(bulletSpeed, 4) - bulletGravity * (bulletGravity * distance2d * distance2d + 2.0f * delta.z * powf(bulletSpeed, 2));
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float root = std::pow(projectile.m_velocity, 4.f) - projectileGravity *
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(projectileGravity * std::pow(distance2d, 2.f)
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+ 2.0f * delta.z * std::pow(projectile.m_velocity, 2.f));
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if (root < 0.0f)
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return std::nullopt;
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root = std::sqrt(root);
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float angle = std::atan((powf(bulletSpeed, 2) - root) / (bulletGravity * distance2d));
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return -angles::RadToDeg(angle);
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const float angle = std::atan((std::pow(projectile.m_velocity, 2.f) - root)
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/ (projectile.m_velocity * distance2d));
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return angles::RadToDeg(angle);
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}
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float ProjectilePredictor::ProjectileTravelTime(float distance, float angle, float speed)
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float ProjectilePredictor::ProjectileTravelTime(const Vector3 &end,
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const Projectile &projectile,
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const float angle) const
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{
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return std::abs(distance / (std::cos(angles::DegToRad(angle)) * speed));
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// return std::abs((end -projectile.m_origin).Length2D() / (std::cos(angles::DegToRad(angle)) * projectile.m_velocity));
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auto launchAngles = projectile.m_origin.ViewAngleTo(end);
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launchAngles.x = angle;
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const auto velocity = Vector3::CreateVelocity(launchAngles, projectile.m_velocity);
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auto prevProjectilePosition = projectile.m_origin;
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for (float time = 0.0f; time <= m_maxTravelTime; time += 0.0001f)
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{
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auto currentPos = projectile.m_origin + velocity * time;
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currentPos.z -= (m_gravity * projectile.m_gravityMultiplier)
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* std::pow(time, 2.f) * 0.5f;
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if (prevProjectilePosition.DistTo(end) < currentPos.DistTo(end))
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return time;
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prevProjectilePosition = currentPos;
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}
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return 0;
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}
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}
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