improved projectile prediction

This commit is contained in:
2024-05-07 02:12:17 +03:00
parent 503114e4b8
commit 1b59e254f4
5 changed files with 117 additions and 59 deletions

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@@ -9,8 +9,4 @@ add_subdirectory(source)
add_subdirectory(extlibs) add_subdirectory(extlibs)
add_subdirectory(tests) add_subdirectory(tests)
target_include_directories(uml PUBLIC include) target_include_directories(uml PUBLIC include)
if (BUILD_TESTS)
add_subdirectory(tests)
endif ()

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@@ -5,34 +5,52 @@
#pragma once #pragma once
#include <optional> #include <optional>
#include <vector> #include <vector>
#include <uml/Vector3.h>
namespace uml
{
class Vector3;
}
namespace uml::prediction 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 class ProjectilePredictor
{ {
public: public:
explicit ProjectilePredictor(float gravityValue,
float maxTimeToTravel = 3.f,
float timeStep = 0.1f);
[[nodiscard]] [[nodiscard]]
static std::optional<Vector3> CalculateViewAngles(const Vector3& origin, std::optional<Vector3> PredictPointToAim(const Target& target,
const Vector3& target, const Projectile& projectile) const;
const Vector3& targetVelocity,
float gravity,
float bulletSpeed,
float bulletGravity,
bool inAir);
private: private:
const float m_gravity;
const float m_maxTravelTime;
const float m_timeStepSize;
[[nodiscard]] [[nodiscard]]
static std::optional<float> CalculateAimPitch(const Vector3& origin, Vector3 LinearPrediction(const Target& target, float time) const;
const Vector3& target,
float bulletSpeed, [[nodiscard]]
float bulletGravity); std::optional<float>
[[nodiscard]] static float ProjectileTravelTime(float distance, float angle, float speed); MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const;
[[nodiscard]]
float ProjectileTravelTime(const Vector3& end, const Projectile& projectile,
const float angle) const;
}; };
}; };

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

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@@ -4,6 +4,6 @@ project(unit-tests)
file(GLOB TEST_SRC_FILES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp) file(GLOB TEST_SRC_FILES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp)
include(GoogleTest) include(GoogleTest)
add_executable(unit-tests ${TEST_SRC_FILES}) add_executable(unit-tests UnitTestColor.cpp)
target_link_libraries(unit-tests PRIVATE gtest gtest_main uml)
gtest_discover_tests(unit-tests) target_link_libraries(unit-tests PRIVATE gtest gtest_main uml)

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@@ -0,0 +1,13 @@
#include <gtest/gtest.h>
#include <uml/ProjectilePredictor.h>
#include <print>
TEST(x,x)
{
uml::prediction::Target target{.m_origin = {100, 0, 0}, .m_vecVelocity = {0,0, 0}, .m_IsAirborne = false};
uml::prediction::Projectile proj = {.m_velocity = 600, .m_gravityMultiplier= 0.1};
auto vel = uml::prediction::ProjectilePredictor(400).PredictPointToAim(target, proj);
std::print("{}", vel.has_value());
}