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changed code style
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@@ -14,8 +14,8 @@
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namespace omath::projectile_prediction
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{
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std::optional<Vector3<float>>
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ProjPredEngineAVX2::MaybeCalculateAimPoint([[maybe_unused]] const Projectile& projectile,
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[[maybe_unused]] const Target& target) const
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ProjPredEngineAvx2::maybe_calculate_aim_point([[maybe_unused]] const Projectile& projectile,
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[[maybe_unused]] const Target& target) const
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{
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#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
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const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
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@@ -28,16 +28,16 @@ namespace omath::projectile_prediction
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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 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 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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@@ -112,25 +112,32 @@ namespace omath::projectile_prediction
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}
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return std::nullopt;
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#else
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throw std::runtime_error(
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std::format("{} AVX2 feature is not enabled!", std::source_location::current().function_name()));
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#endif
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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(simulationTimeStep),
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m_maximumSimulationTime(maximumSimulationTime)
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ProjPredEngineAvx2::ProjPredEngineAvx2(const float gravity_constant, const float simulation_time_step,
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const float maximum_simulation_time)
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: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
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m_maximum_simulation_time(maximum_simulation_time)
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{
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}
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std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3<float>& projOrigin,
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const Vector3<float>& targetPos, const float bulletGravity,
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const float v0, const float time)
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std::optional<float> ProjPredEngineAvx2::calculate_pitch([[maybe_unused]] const Vector3<float>& proj_origin,
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[[maybe_unused]] const Vector3<float>& target_pos,
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[[maybe_unused]] const float bullet_gravity,
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[[maybe_unused]] const float v0,
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[[maybe_unused]] const float time)
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{
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#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
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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 Vector3 delta = target_pos - proj_origin;
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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 term = h + 0.5f * bullet_gravity * 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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@@ -140,7 +147,6 @@ namespace omath::projectile_prediction
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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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