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Refactors projectile prediction engine
Refactors the projectile prediction engine by introducing an interface and making the legacy implementation more flexible. The legacy engine is updated to allow for coordinate system customization through virtual methods, enabling usage in different game environments. Also introduces vcpkg support for easier dependency management and adds boost-asio as a dependency.
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@@ -27,10 +27,7 @@ namespace omath::projectile_prediction
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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 = (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(predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height);
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return calc_viewpoint_from_angles(projectile, predicted_target_position, projectile_pitch);
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}
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return std::nullopt;
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}
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@@ -41,12 +38,14 @@ namespace omath::projectile_prediction
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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.length_2d();
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const auto distance2d = calc_vector_2d_distance(delta);
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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 = 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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- bullet_gravity
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* (bullet_gravity * distance2d_sqr
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+ 2.0f * get_vector_height_coordinate(delta) * launch_speed_sqr);
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if (root < 0.0f) [[unlikely]]
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return std::nullopt;
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@@ -62,8 +61,40 @@ namespace omath::projectile_prediction
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const float time) const noexcept
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{
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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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const auto projectile_position = predict_projectile_position(projectile, pitch, yaw, time, m_gravity_constant);
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return projectile_position.distance_to(target_position) <= m_distance_tolerance;
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}
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float ProjPredEngineLegacy::calc_vector_2d_distance(const Vector3<float>& delta) const
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{
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return std::sqrt(delta.x * delta.x + delta.y * delta.y);
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}
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float ProjPredEngineLegacy::get_vector_height_coordinate(const Vector3<float>& vec) const
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{
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return vec.z;
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}
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Vector3<float> ProjPredEngineLegacy::calc_viewpoint_from_angles(const Projectile& projectile,
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const Vector3<float> predicted_target_position,
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const std::optional<float> projectile_pitch) const
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{
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const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
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const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
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return {predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height};
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}
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Vector3<float> ProjPredEngineLegacy::predict_projectile_position(const Projectile& projectile, const float pitch,
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const float yaw, const float time,
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const float gravity) const
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{
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auto current_pos = projectile.m_origin
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+ source_engine::forward_vector({source_engine::PitchAngle::from_degrees(-pitch),
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source_engine::YawAngle::from_degrees(yaw),
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source_engine::RollAngle::from_degrees(0)})
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* projectile.m_launch_speed * time;
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current_pos.z -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
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return current_pos;
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}
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} // namespace omath::projectile_prediction
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@@ -7,16 +7,4 @@
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namespace omath::projectile_prediction
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{
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Vector3<float> Projectile::predict_position(const float pitch, const float yaw, const float time,
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const float gravity) const noexcept
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{
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auto current_pos = m_origin
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+ source_engine::forward_vector({source_engine::PitchAngle::from_degrees(-pitch),
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source_engine::YawAngle::from_degrees(yaw),
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source_engine::RollAngle::from_degrees(0)})
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* m_launch_speed * time;
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current_pos.z -= (gravity * m_gravity_scale) * (time * time) * 0.5f;
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return current_pos;
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}
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} // namespace omath::projectile_prediction
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