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https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
added more classes
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@@ -6,7 +6,7 @@ target_sources(omath PRIVATE
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Vector2.cpp
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)
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add_subdirectory(prediction)
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add_subdirectory(projectile_prediction)
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add_subdirectory(pathfinding)
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add_subdirectory(projection)
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add_subdirectory(collision)
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@@ -1 +1 @@
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target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp)
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target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp ProjPredEngineAVX2.cpp ProjPredEngine.cpp)
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@@ -1,8 +1,8 @@
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#include "omath/prediction/Engine.hpp"
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#include "omath/projectile_prediction/Engine.hpp"
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#include <cmath>
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#include <omath/Angles.hpp>
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namespace omath::prediction
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namespace omath::projectile_prediction
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{
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Engine::Engine(const float gravityConstant, const float simulationTimeStep, const float maximumSimulationTime,
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10
source/projectile_prediction/ProjPredEngine.cpp
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10
source/projectile_prediction/ProjPredEngine.cpp
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@@ -0,0 +1,10 @@
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//
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// Created by Vlad on 2/23/2025.
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//
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#include "omath/projectile_prediction/ProjPredEngine.hpp"
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namespace omath::projectile_prediction
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{
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} // namespace omath::projectile_prediction
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138
source/projectile_prediction/ProjPredEngineAVX2.cpp
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138
source/projectile_prediction/ProjPredEngineAVX2.cpp
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@@ -0,0 +1,138 @@
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//
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// Created by Vlad on 2/23/2025.
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//
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#include "omath/projectile_prediction/ProjPredEngineAVX2.hpp"
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namespace omath::projectile_prediction
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{
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std::optional<Vector3> ProjPredEngineAVX2::MaybeCalculateAimPoint(const Projectile& projectile,
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const Target& target) const
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{
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const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
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const float v0 = projectile.m_launchSpeed;
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const float v0Sqr = v0 * v0;
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const Vector3 projOrigin = projectile.m_origin;
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constexpr int SIMD_FACTOR = 8;
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float currentTime = m_simulationTimeStep;
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for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep * SIMD_FACTOR)
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{
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const __m256 times =
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_mm256_setr_ps(currentTime, currentTime + m_simulationTimeStep,
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currentTime + m_simulationTimeStep * 2, currentTime + m_simulationTimeStep * 3,
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currentTime + m_simulationTimeStep * 4, currentTime + m_simulationTimeStep * 5,
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currentTime + m_simulationTimeStep * 6, currentTime + m_simulationTimeStep * 7);
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const __m256 targetX =
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_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.x), times, _mm256_set1_ps(target.m_origin.x));
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const __m256 targetY =
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_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.y), times, _mm256_set1_ps(target.m_origin.y));
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const __m256 timesSq = _mm256_mul_ps(times, times);
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const __m256 targetZ = _mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.z), times,
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_mm256_fnmadd_ps(_mm256_set1_ps(0.5f * m_gravityConstant), timesSq,
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_mm256_set1_ps(target.m_origin.z)));
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const __m256 deltaX = _mm256_sub_ps(targetX, _mm256_set1_ps(projOrigin.x));
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const __m256 deltaY = _mm256_sub_ps(targetY, _mm256_set1_ps(projOrigin.y));
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const __m256 deltaZ = _mm256_sub_ps(targetZ, _mm256_set1_ps(projOrigin.z));
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const __m256 dSqr = _mm256_add_ps(_mm256_mul_ps(deltaX, deltaX), _mm256_mul_ps(deltaY, deltaY));
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const __m256 bgTimesSq = _mm256_mul_ps(_mm256_set1_ps(bulletGravity), timesSq);
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const __m256 term = _mm256_add_ps(deltaZ, _mm256_mul_ps(_mm256_set1_ps(0.5f), bgTimesSq));
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const __m256 termSq = _mm256_mul_ps(term, term);
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const __m256 numerator = _mm256_add_ps(dSqr, termSq);
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const __m256 denominator = _mm256_add_ps(timesSq, _mm256_set1_ps(1e-8f)); // Avoid division by zero
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const __m256 requiredV0Sqr = _mm256_div_ps(numerator, denominator);
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const __m256 v0SqrVec = _mm256_set1_ps(v0Sqr + 1e-3f);
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const __m256 mask = _mm256_cmp_ps(requiredV0Sqr, v0SqrVec, _CMP_LE_OQ);
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const unsigned validMask = _mm256_movemask_ps(mask);
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if (!validMask)
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continue;
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alignas(32) float validTimes[SIMD_FACTOR];
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_mm256_store_ps(validTimes, times);
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for (int i = 0; i < SIMD_FACTOR; ++i)
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{
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if (!(validMask & (1 << i)))
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continue;
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const float candidateTime = validTimes[i];
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if (candidateTime > m_maximumSimulationTime)
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continue;
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// Fine search around candidate time
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for (float fineTime = candidateTime - m_simulationTimeStep * 2;
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fineTime <= candidateTime + m_simulationTimeStep * 2; fineTime += m_simulationTimeStep)
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{
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if (fineTime < 0)
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continue;
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const Vector3 targetPos = target.PredictPosition(fineTime, m_gravityConstant);
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const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, fineTime);
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if (!pitch)
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continue;
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const Vector3 delta = targetPos - projOrigin;
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const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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const float height = d * std::tan(angles::DegreesToRadians(*pitch));
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return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
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}
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}
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}
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// Fallback scalar processing for remaining times
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for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep)
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{
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const Vector3 targetPos = target.PredictPosition(currentTime, m_gravityConstant);
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const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, currentTime);
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if (!pitch)
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continue;
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const Vector3 delta = targetPos - projOrigin;
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const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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const float height = d * std::tan(angles::DegreesToRadians(*pitch));
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return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
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}
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return std::nullopt;
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}
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ProjPredEngineAVX2::ProjPredEngineAVX2(const float gravityConstant, const float simulationTimeStep,
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const float maximumSimulationTime) :
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m_gravityConstant(gravityConstant), m_simulationTimeStep(maximumSimulationTime),
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m_maximumSimulationTime(simulationTimeStep)
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{
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}
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std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
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const float bulletGravity, const float v0, const float time)
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{
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if (time <= 0.0f)
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return std::nullopt;
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const Vector3 delta = targetPos - projOrigin;
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const float dSqr = delta.x * delta.x + delta.y * delta.y;
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const float h = delta.z;
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const float term = h + 0.5f * bulletGravity * time * time;
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const float requiredV0Sqr = (dSqr + term * term) / (time * time);
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const float v0Sqr = v0 * v0;
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if (requiredV0Sqr > v0Sqr + 1e-3f)
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return std::nullopt;
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if (dSqr == 0.0f)
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return term >= 0.0f ? 90.0f : -90.0f;
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const float d = std::sqrt(dSqr);
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const float tanTheta = term / d;
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return angles::RadiansToDegrees(std::atan(tanTheta));
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}
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} // namespace omath::projectile_prediction
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@@ -2,11 +2,11 @@
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// Created by Vlad on 6/9/2024.
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//
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#include "omath/prediction/Projectile.hpp"
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#include <cmath>
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#include "omath/projectile_prediction/Projectile.hpp"
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#include <omath/engines/Source/Formulas.hpp>
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namespace omath::prediction
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namespace omath::projectile_prediction
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{
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Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
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{
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@@ -2,7 +2,7 @@
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// Created by Vlad on 6/9/2024.
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//
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#include "omath/prediction/Target.hpp"
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#include "omath/projectile_prediction/Projectile.hpp"
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namespace omath::prediction
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