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@@ -6,21 +6,23 @@
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namespace omath::projectile_prediction
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{
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class ProjPredEngineAVX2 final : public ProjPredEngine
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class ProjPredEngineAvx2 final : public ProjPredEngine
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{
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public:
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[[nodiscard]] std::optional<Vector3<float>> MaybeCalculateAimPoint(const Projectile& projectile,
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const Target& target) const override;
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[[nodiscard]] std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
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const Target& target) const override;
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ProjPredEngineAVX2(float gravityConstant, float simulationTimeStep, float maximumSimulationTime);
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~ProjPredEngineAVX2() override = default;
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ProjPredEngineAvx2(float gravity_constant, float simulation_time_step, float maximum_simulation_time);
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~ProjPredEngineAvx2() override = default;
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private:
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[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3<float>& projOrigin, const Vector3<float>& targetPos,
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float bulletGravity, float v0, float time);
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const float m_gravityConstant;
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const float m_simulationTimeStep;
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const float m_maximumSimulationTime;
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[[nodiscard]] static std::optional<float> calculate_pitch(const Vector3<float>& proj_origin,
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const Vector3<float>& target_pos,
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float bullet_gravity, float v0, float time);
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// We use [[maybe_unused]] here since AVX2 is not available for ARM and ARM64 CPU
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[[maybe_unused]] const float m_gravity_constant;
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[[maybe_unused]] const float m_simulation_time_step;
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[[maybe_unused]] const float m_maximum_simulation_time;
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};
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} // namespace omath::projectile_prediction
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