added more classes

This commit is contained in:
2025-02-23 09:57:29 +03:00
parent d9684ff73f
commit 28a35d5bc9
13 changed files with 213 additions and 26 deletions

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@@ -6,10 +6,10 @@
#include <optional>
#include "omath/Vector3.hpp"
#include "omath/prediction/Projectile.hpp"
#include "omath/prediction/Target.hpp"
#include "omath/projectile_prediction/Projectile.hpp"
#include "omath/projectile_prediction/Target.hpp"
namespace omath::prediction
namespace omath::projectile_prediction
{
class Engine final
{
@@ -26,15 +26,8 @@ namespace omath::prediction
const float m_maximumSimulationTime;
const float m_distanceTolerance;
[[nodiscard]]
std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const;
[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3 &projOrigin, const Vector3 &targetPos,
float bulletGravity, float v0, float time) ;
[[nodiscard]]
bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch, float time) const;
float bulletGravity, float v0, float time);
};
}

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@@ -0,0 +1,18 @@
//
// Created by Vlad on 2/23/2025.
//
#pragma once
#include "omath/Vector3.hpp"
namespace omath::projectile_prediction
{
class ProjPredEngine
{
public:
[[nodiscard]]
virtual std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const = 0;
virtual ~ProjPredEngine() = default;
};
} // namespace omath::projectile_prediction

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@@ -0,0 +1,26 @@
//
// Created by Vlad on 2/23/2025.
//
#pragma once
#include "ProjPredEngine.hpp"
namespace omath::projectile_prediction
{
class ProjPredEngineAVX2 final : public ProjPredEngine
{
public:
[[nodiscard]] std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const override;
ProjPredEngineAVX2(float gravityConstant, float simulationTimeStep, float maximumSimulationTime);
~ProjPredEngineAVX2() override = default;
private:
[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
float bulletGravity, float v0, float time);
const float m_gravityConstant;
const float m_simulationTimeStep;
const float m_maximumSimulationTime;
};
} // namespace omath::projectile_prediction

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@@ -5,7 +5,7 @@
#pragma once
#include "omath/Vector3.hpp"
namespace omath::prediction
namespace omath::projectile_prediction
{
class Projectile final
{

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@@ -5,7 +5,7 @@
#pragma once
#include "omath/Vector3.hpp"
namespace omath::prediction
namespace omath::projectile_prediction
{
class Target final
{

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@@ -6,7 +6,7 @@ target_sources(omath PRIVATE
Vector2.cpp
)
add_subdirectory(prediction)
add_subdirectory(projectile_prediction)
add_subdirectory(pathfinding)
add_subdirectory(projection)
add_subdirectory(collision)

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@@ -1 +1 @@
target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp)
target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp ProjPredEngineAVX2.cpp ProjPredEngine.cpp)

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@@ -1,8 +1,8 @@
#include "omath/prediction/Engine.hpp"
#include "omath/projectile_prediction/Engine.hpp"
#include <cmath>
#include <omath/Angles.hpp>
namespace omath::prediction
namespace omath::projectile_prediction
{
Engine::Engine(const float gravityConstant, const float simulationTimeStep, const float maximumSimulationTime,

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@@ -0,0 +1,10 @@
//
// Created by Vlad on 2/23/2025.
//
#include "omath/projectile_prediction/ProjPredEngine.hpp"
namespace omath::projectile_prediction
{
} // namespace omath::projectile_prediction

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@@ -0,0 +1,138 @@
//
// Created by Vlad on 2/23/2025.
//
#include "omath/projectile_prediction/ProjPredEngineAVX2.hpp"
namespace omath::projectile_prediction
{
std::optional<Vector3> ProjPredEngineAVX2::MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const
{
const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
const float v0 = projectile.m_launchSpeed;
const float v0Sqr = v0 * v0;
const Vector3 projOrigin = projectile.m_origin;
constexpr int SIMD_FACTOR = 8;
float currentTime = m_simulationTimeStep;
for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep * SIMD_FACTOR)
{
const __m256 times =
_mm256_setr_ps(currentTime, currentTime + m_simulationTimeStep,
currentTime + m_simulationTimeStep * 2, currentTime + m_simulationTimeStep * 3,
currentTime + m_simulationTimeStep * 4, currentTime + m_simulationTimeStep * 5,
currentTime + m_simulationTimeStep * 6, currentTime + m_simulationTimeStep * 7);
const __m256 targetX =
_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.x), times, _mm256_set1_ps(target.m_origin.x));
const __m256 targetY =
_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.y), times, _mm256_set1_ps(target.m_origin.y));
const __m256 timesSq = _mm256_mul_ps(times, times);
const __m256 targetZ = _mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.z), times,
_mm256_fnmadd_ps(_mm256_set1_ps(0.5f * m_gravityConstant), timesSq,
_mm256_set1_ps(target.m_origin.z)));
const __m256 deltaX = _mm256_sub_ps(targetX, _mm256_set1_ps(projOrigin.x));
const __m256 deltaY = _mm256_sub_ps(targetY, _mm256_set1_ps(projOrigin.y));
const __m256 deltaZ = _mm256_sub_ps(targetZ, _mm256_set1_ps(projOrigin.z));
const __m256 dSqr = _mm256_add_ps(_mm256_mul_ps(deltaX, deltaX), _mm256_mul_ps(deltaY, deltaY));
const __m256 bgTimesSq = _mm256_mul_ps(_mm256_set1_ps(bulletGravity), timesSq);
const __m256 term = _mm256_add_ps(deltaZ, _mm256_mul_ps(_mm256_set1_ps(0.5f), bgTimesSq));
const __m256 termSq = _mm256_mul_ps(term, term);
const __m256 numerator = _mm256_add_ps(dSqr, termSq);
const __m256 denominator = _mm256_add_ps(timesSq, _mm256_set1_ps(1e-8f)); // Avoid division by zero
const __m256 requiredV0Sqr = _mm256_div_ps(numerator, denominator);
const __m256 v0SqrVec = _mm256_set1_ps(v0Sqr + 1e-3f);
const __m256 mask = _mm256_cmp_ps(requiredV0Sqr, v0SqrVec, _CMP_LE_OQ);
const unsigned validMask = _mm256_movemask_ps(mask);
if (!validMask)
continue;
alignas(32) float validTimes[SIMD_FACTOR];
_mm256_store_ps(validTimes, times);
for (int i = 0; i < SIMD_FACTOR; ++i)
{
if (!(validMask & (1 << i)))
continue;
const float candidateTime = validTimes[i];
if (candidateTime > m_maximumSimulationTime)
continue;
// Fine search around candidate time
for (float fineTime = candidateTime - m_simulationTimeStep * 2;
fineTime <= candidateTime + m_simulationTimeStep * 2; fineTime += m_simulationTimeStep)
{
if (fineTime < 0)
continue;
const Vector3 targetPos = target.PredictPosition(fineTime, m_gravityConstant);
const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, fineTime);
if (!pitch)
continue;
const Vector3 delta = targetPos - projOrigin;
const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
const float height = d * std::tan(angles::DegreesToRadians(*pitch));
return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
}
}
}
// Fallback scalar processing for remaining times
for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep)
{
const Vector3 targetPos = target.PredictPosition(currentTime, m_gravityConstant);
const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, currentTime);
if (!pitch)
continue;
const Vector3 delta = targetPos - projOrigin;
const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
const float height = d * std::tan(angles::DegreesToRadians(*pitch));
return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
}
return std::nullopt;
}
ProjPredEngineAVX2::ProjPredEngineAVX2(const float gravityConstant, const float simulationTimeStep,
const float maximumSimulationTime) :
m_gravityConstant(gravityConstant), m_simulationTimeStep(maximumSimulationTime),
m_maximumSimulationTime(simulationTimeStep)
{
}
std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
const float bulletGravity, const float v0, const float time)
{
if (time <= 0.0f)
return std::nullopt;
const Vector3 delta = targetPos - projOrigin;
const float dSqr = delta.x * delta.x + delta.y * delta.y;
const float h = delta.z;
const float term = h + 0.5f * bulletGravity * time * time;
const float requiredV0Sqr = (dSqr + term * term) / (time * time);
const float v0Sqr = v0 * v0;
if (requiredV0Sqr > v0Sqr + 1e-3f)
return std::nullopt;
if (dSqr == 0.0f)
return term >= 0.0f ? 90.0f : -90.0f;
const float d = std::sqrt(dSqr);
const float tanTheta = term / d;
return angles::RadiansToDegrees(std::atan(tanTheta));
}
} // namespace omath::projectile_prediction

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@@ -2,11 +2,11 @@
// Created by Vlad on 6/9/2024.
//
#include "omath/prediction/Projectile.hpp"
#include <cmath>
#include "omath/projectile_prediction/Projectile.hpp"
#include <omath/engines/Source/Formulas.hpp>
namespace omath::prediction
namespace omath::projectile_prediction
{
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{

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@@ -2,7 +2,7 @@
// Created by Vlad on 6/9/2024.
//
#include "omath/prediction/Target.hpp"
#include "omath/projectile_prediction/Projectile.hpp"
namespace omath::prediction

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@@ -1,15 +1,17 @@
#include <gtest/gtest.h>
#include <omath/prediction/Engine.hpp>
#include <omath/projectile_prediction/Engine.hpp>
TEST(UnitTestPrediction, PredictionTest)
{
constexpr omath::prediction::Target target{
constexpr omath::projectile_prediction::Target target{
.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_isAirborne = false};
constexpr omath::prediction::Projectile proj = {.m_origin = {3,2,1}, .m_launchSpeed = 5000, .m_gravityScale= 0.4};
const auto viewPoint = omath::prediction::Engine(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {3, 2, 1}, .m_launchSpeed = 5000, .m_gravityScale = 0.4};
const auto viewPoint =
omath::projectile_prediction::Engine(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
const auto [pitch, yaw, _] = proj.m_origin.ViewAngleTo(viewPoint.value()).AsTuple();
EXPECT_NEAR(42.547142, pitch, 0.01f);
EXPECT_NEAR(-1.181189, yaw, 0.01f);
}
}