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