mirror of
https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
added legacy impl
This commit is contained in:
@@ -1,33 +0,0 @@
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//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include <optional>
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#include "omath/Vector3.hpp"
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#include "omath/projectile_prediction/Projectile.hpp"
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#include "omath/projectile_prediction/Target.hpp"
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namespace omath::projectile_prediction
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{
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class Engine final
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{
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public:
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explicit Engine(float gravityConstant, float simulationTimeStep,
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float maximumSimulationTime, float distanceTolerance);
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[[nodiscard]]
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std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, const Target& target) const;
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private:
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const float m_gravityConstant;
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const float m_simulationTimeStep;
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const float m_maximumSimulationTime;
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const float m_distanceTolerance;
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[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3 &projOrigin, const Vector3 &targetPos,
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float bulletGravity, float v0, float time);
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};
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}
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@@ -2,6 +2,8 @@
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// Created by Vlad on 2/23/2025.
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// Created by Vlad on 2/23/2025.
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//
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//
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#pragma once
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#pragma once
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#include "Projectile.hpp"
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#include "Target.hpp"
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#include "omath/Vector3.hpp"
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#include "omath/Vector3.hpp"
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41
include/omath/projectile_prediction/ProjPredEngineLegacy.hpp
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41
include/omath/projectile_prediction/ProjPredEngineLegacy.hpp
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@@ -0,0 +1,41 @@
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//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include <optional>
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#include "omath/Vector3.hpp"
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#include "omath/projectile_prediction/ProjPredEngine.hpp"
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#include "omath/projectile_prediction/Projectile.hpp"
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#include "omath/projectile_prediction/Target.hpp"
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namespace omath::projectile_prediction
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{
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class ProjPredEngineLegacy final : public ProjPredEngine
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{
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public:
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explicit ProjPredEngineLegacy(float gravityConstant, float simulationTimeStep, float maximumSimulationTime,
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float distanceTolerance);
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[[nodiscard]]
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std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
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const Target& target) const override;
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private:
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const float m_gravityConstant;
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const float m_simulationTimeStep;
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const float m_maximumSimulationTime;
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const float m_distanceTolerance;
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[[nodiscard]]
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std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
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const Vector3& targetPosition) const;
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[[nodiscard]]
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bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch,
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float time) const;
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};
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} // namespace omath::projectile_prediction
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@@ -1 +1 @@
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target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp ProjPredEngineAVX2.cpp ProjPredEngine.cpp)
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target_sources(omath PRIVATE ProjPredEngineLegacy.cpp Projectile.cpp Target.cpp ProjPredEngineAVX2.cpp ProjPredEngine.cpp)
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@@ -1,140 +0,0 @@
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#include "omath/projectile_prediction/Engine.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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Engine::Engine(const float gravityConstant, const float simulationTimeStep, const float maximumSimulationTime,
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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> Engine::MaybeCalculateAimPoint(const Projectile& projectile, const Target& target) const
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{
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const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
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const float v0 = projectile.m_launchSpeed;
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const float v0Sqr = v0 * v0;
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const Vector3 projOrigin = projectile.m_origin;
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constexpr int SIMD_FACTOR = 8;
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float currentTime = m_simulationTimeStep;
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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 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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_mm256_set1_ps(target.m_origin.z)));
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const __m256 deltaX = _mm256_sub_ps(targetX, _mm256_set1_ps(projOrigin.x));
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const __m256 deltaY = _mm256_sub_ps(targetY, _mm256_set1_ps(projOrigin.y));
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const __m256 deltaZ = _mm256_sub_ps(targetZ, _mm256_set1_ps(projOrigin.z));
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const __m256 dSqr = _mm256_add_ps(_mm256_mul_ps(deltaX, deltaX), _mm256_mul_ps(deltaY, deltaY));
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const __m256 bgTimesSq = _mm256_mul_ps(_mm256_set1_ps(bulletGravity), timesSq);
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const __m256 term = _mm256_add_ps(deltaZ, _mm256_mul_ps(_mm256_set1_ps(0.5f), bgTimesSq));
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const __m256 termSq = _mm256_mul_ps(term, term);
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const __m256 numerator = _mm256_add_ps(dSqr, termSq);
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const __m256 denominator = _mm256_add_ps(timesSq, _mm256_set1_ps(1e-8f)); // Avoid division by zero
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const __m256 requiredV0Sqr = _mm256_div_ps(numerator, denominator);
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const __m256 v0SqrVec = _mm256_set1_ps(v0Sqr + 1e-3f);
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const __m256 mask = _mm256_cmp_ps(requiredV0Sqr, v0SqrVec, _CMP_LE_OQ);
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const unsigned validMask = _mm256_movemask_ps(mask);
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if (!validMask)
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continue;
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alignas(32) float validTimes[SIMD_FACTOR];
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_mm256_store_ps(validTimes, times);
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for (int i = 0; i < SIMD_FACTOR; ++i)
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{
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if (!(validMask & (1 << i)))
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continue;
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const float candidateTime = validTimes[i];
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if (candidateTime > m_maximumSimulationTime)
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continue;
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// Fine search around candidate time
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for (float fineTime = candidateTime - m_simulationTimeStep * 2;
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fineTime <= candidateTime + m_simulationTimeStep * 2; fineTime += m_simulationTimeStep)
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{
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if (fineTime < 0)
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continue;
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const Vector3 targetPos = target.PredictPosition(fineTime, m_gravityConstant);
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const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, fineTime);
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if (!pitch)
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continue;
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const Vector3 delta = targetPos - projOrigin;
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const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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const float height = d * std::tan(angles::DegreesToRadians(*pitch));
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return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
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}
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}
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}
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// Fallback scalar processing for remaining times
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for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep)
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{
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const Vector3 targetPos = target.PredictPosition(currentTime, m_gravityConstant);
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const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, currentTime);
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if (!pitch)
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continue;
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const Vector3 delta = targetPos - projOrigin;
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const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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const float height = d * std::tan(angles::DegreesToRadians(*pitch));
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return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
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}
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return std::nullopt;
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}
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std::optional<float> Engine::CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
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const float bulletGravity, const float v0, const float time)
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{
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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 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 requiredV0Sqr = (dSqr + term * term) / (time * time);
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const float v0Sqr = v0 * v0;
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if (requiredV0Sqr > v0Sqr + 1e-3f)
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return std::nullopt;
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if (dSqr == 0.0f)
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{
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return term >= 0.0f ? 90.0f : -90.0f;
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}
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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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}
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} // namespace omath::prediction
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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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@@ -1,5 +1,5 @@
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#include <gtest/gtest.h>
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#include <gtest/gtest.h>
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#include <omath/projectile_prediction/Engine.hpp>
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#include <omath/projectile_prediction/ProjPredEngineLegacy.hpp>
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TEST(UnitTestPrediction, PredictionTest)
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TEST(UnitTestPrediction, PredictionTest)
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{
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{
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@@ -8,7 +8,7 @@ TEST(UnitTestPrediction, PredictionTest)
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constexpr omath::projectile_prediction::Projectile proj = {
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constexpr omath::projectile_prediction::Projectile proj = {
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.m_origin = {3, 2, 1}, .m_launchSpeed = 5000, .m_gravityScale = 0.4};
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.m_origin = {3, 2, 1}, .m_launchSpeed = 5000, .m_gravityScale = 0.4};
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const auto viewPoint =
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const auto viewPoint =
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omath::projectile_prediction::Engine(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
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omath::projectile_prediction::ProjPredEngineLegacy(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
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const auto [pitch, yaw, _] = proj.m_origin.ViewAngleTo(viewPoint.value()).AsTuple();
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const auto [pitch, yaw, _] = proj.m_origin.ViewAngleTo(viewPoint.value()).AsTuple();
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