changed code style

This commit is contained in:
2025-05-03 20:31:59 +03:00
parent be3fae63b8
commit df6d75e554
70 changed files with 1258 additions and 1312 deletions

View File

@@ -4,65 +4,67 @@
namespace omath::projectile_prediction
{
ProjPredEngineLegacy::ProjPredEngineLegacy(const float gravityConstant, const float simulationTimeStep,
const float maximumSimulationTime, const float distanceTolerance) :
m_gravityConstant(gravityConstant), m_simulationTimeStep(simulationTimeStep),
m_maximumSimulationTime(maximumSimulationTime), m_distanceTolerance(distanceTolerance)
ProjPredEngineLegacy::ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
const float maximum_simulation_time, const float distance_tolerance)
: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
{
}
std::optional<Vector3<float>> ProjPredEngineLegacy::MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const
std::optional<Vector3<float>> ProjPredEngineLegacy::maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const
{
for (float time = 0.f; time < m_maximumSimulationTime; time += m_simulationTimeStep)
for (float time = 0.f; time < m_maximum_simulation_time; time += m_simulation_time_step)
{
const auto predictedTargetPosition = target.PredictPosition(time, m_gravityConstant);
const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
const auto projectilePitch = MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
const auto projectile_pitch
= maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (!projectilePitch.has_value()) [[unlikely]]
if (!projectile_pitch.has_value()) [[unlikely]]
continue;
if (!IsProjectileReachedTarget(predictedTargetPosition, projectile, projectilePitch.value(), time))
if (!is_projectile_reached_target(predicted_target_position, projectile, projectile_pitch.value(), time))
continue;
const auto delta2d = (predictedTargetPosition - projectile.m_origin).Length2D();
const auto height = delta2d * std::tan(angles::DegreesToRadians(projectilePitch.value()));
const auto delta2d = (predicted_target_position - projectile.m_origin).length_2d();
const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
return Vector3(predictedTargetPosition.x, predictedTargetPosition.y, projectile.m_origin.z + height);
return Vector3(predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height);
}
return std::nullopt;
}
std::optional<float>
ProjPredEngineLegacy::MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3<float>& targetPosition) const
ProjPredEngineLegacy::maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const
{
const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
const auto delta = targetPosition - projectile.m_origin;
const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
const auto delta = target_position - projectile.m_origin;
const auto distance2d = delta.Length2D();
const auto distance2dSqr = distance2d * distance2d;
const auto launchSpeedSqr = projectile.m_launchSpeed * projectile.m_launchSpeed;
const auto distance2d = delta.length_2d();
const auto distance2d_sqr = distance2d * distance2d;
const auto launch_speed_sqr = projectile.m_launch_speed * projectile.m_launch_speed;
float root = launchSpeedSqr * launchSpeedSqr -
bulletGravity * (bulletGravity * distance2dSqr + 2.0f * delta.z * launchSpeedSqr);
float root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity * (bullet_gravity * distance2d_sqr + 2.0f * delta.z * launch_speed_sqr);
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((launchSpeedSqr - root) / (bulletGravity * distance2d));
const float angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
return angles::RadiansToDegrees(angle);
return angles::radians_to_degrees(angle);
}
bool ProjPredEngineLegacy::IsProjectileReachedTarget(const Vector3<float>& targetPosition, const Projectile& projectile,
const float pitch, const float time) const
bool ProjPredEngineLegacy::is_projectile_reached_target(const Vector3<float>& target_position,
const Projectile& projectile, const float pitch,
const float time) const
{
const auto yaw = projectile.m_origin.ViewAngleTo(targetPosition).y;
const auto projectilePosition = projectile.PredictPosition(pitch, yaw, time, m_gravityConstant);
const auto yaw = projectile.m_origin.view_angle_to(target_position).y;
const auto projectile_position = projectile.predict_position(pitch, yaw, time, m_gravity_constant);
return projectilePosition.DistTo(targetPosition) <= m_distanceTolerance;
return projectile_position.distance_to(target_position) <= m_distance_tolerance;
}
} // namespace omath::projectile_prediction