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added legacy impl
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68
source/projectile_prediction/ProjPredEngineLegacy.cpp
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68
source/projectile_prediction/ProjPredEngineLegacy.cpp
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#include "omath/projectile_prediction/ProjPredEngineLegacy.hpp"
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#include <cmath>
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#include <omath/Angles.hpp>
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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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{
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}
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std::optional<Vector3> ProjPredEngineLegacy::MaybeCalculateAimPoint(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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{
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const auto predictedTargetPosition = target.PredictPosition(time, m_gravityConstant);
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const auto projectilePitch = MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
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if (!projectilePitch.has_value()) [[unlikely]]
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continue;
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if (!IsProjectileReachedTarget(predictedTargetPosition, projectile, projectilePitch.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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return Vector3(predictedTargetPosition.x, predictedTargetPosition.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& targetPosition) 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 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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float root = launchSpeedSqr * launchSpeedSqr -
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bulletGravity * (bulletGravity * distance2dSqr + 2.0f * delta.z * launchSpeedSqr);
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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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return angles::RadiansToDegrees(angle);
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}
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bool ProjPredEngineLegacy::IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile,
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const float pitch, 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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return projectilePosition.DistTo(targetPosition) <= m_distanceTolerance;
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}
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} // namespace omath::projectile_prediction
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