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15 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9ba3bc754a | |||
| 3d1844fa0e | |||
| f21d29c6c2 | |||
| 28a35d5bc9 | |||
| d9684ff73f | |||
| 900501f37e | |||
| 5639cd0eb5 | |||
| 244d01c313 | |||
| e31ffac103 | |||
| ae87257adf | |||
| 906f5099d1 | |||
| 96e4e1c9d6 | |||
| 872dbe146f | |||
| e0dcb65e3f | |||
| d0c532df39 |
@@ -1,18 +1,15 @@
|
||||
cmake_minimum_required(VERSION 3.26)
|
||||
|
||||
project(omath VERSION 1.0.1)
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project(omath VERSION 1.0.1 LANGUAGES CXX)
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include(CMakePackageConfigHelpers)
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|
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set(CMAKE_CXX_STANDARD 26)
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||||
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}")
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||||
|
||||
option(OMATH_BUILD_TESTS "Build unit tests" ON)
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option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force compiler to treat them as errors" ON)
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||||
option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
|
||||
|
||||
|
||||
if (OMATH_BUILD_AS_SHARED_LIBRARY)
|
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add_library(omath SHARED source/Vector3.cpp)
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else()
|
||||
@@ -22,7 +19,17 @@ else()
|
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include/omath/engines/OpenGL/Camera.hpp)
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endif()
|
||||
|
||||
target_compile_definitions(omath PUBLIC OMATH_EXPORT)
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set_target_properties(omath PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
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||||
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
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||||
UNITY_BUILD ON
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||||
UNITY_BUILD_BATCH_SIZE 20
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||||
CXX_STANDARD 23
|
||||
CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
|
||||
target_compile_features(omath PUBLIC cxx_std_23)
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||||
|
||||
|
||||
add_subdirectory(source)
|
||||
|
||||
|
||||
@@ -51,7 +51,7 @@ For detailed commands on installing different versions and more information, ple
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3. Build the project using CMake:
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```
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cmake --preset windows-release -S .
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cmake --build cmake-build/build/windows-release --target server -j 6
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cmake --build cmake-build/build/windows-release --target omath -j 6
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```
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Use **\<platform\>-\<build configuration\>** preset to build siutable version for yourself. Like **windows-release** or **linux-release**.
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||||
## ❔ Usage
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||||
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@@ -22,6 +22,13 @@ namespace omath
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COLUMN_MAJOR
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||||
};
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||||
|
||||
|
||||
template<typename M1, typename M2>
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concept MatTemplateEqual =
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(M1::rows == M2::rows) && (M1::columns == M2::columns) &&
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std::is_same_v<typename M1::value_type, typename M2::value_type> &&
|
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(M1::store_type == M2::store_type);
|
||||
|
||||
template<size_t Rows = 0, size_t Columns = 0, class Type = float, MatStoreType StoreType = MatStoreType::ROW_MAJOR>
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requires std::is_arithmetic_v<Type>
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class Mat final
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||||
|
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@@ -9,6 +9,7 @@
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#include "omath/Vector2.hpp"
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#include "omath/Angle.hpp"
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#include <expected>
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#include <immintrin.h>
|
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|
||||
|
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namespace omath
|
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@@ -228,6 +229,14 @@ namespace omath
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return Angle<float, 0.f, 180.f, AngleFlags::Clamped>::FromRadians(std::acos(Dot(other) / bottom));
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}
|
||||
|
||||
[[nodiscard]] bool IsPerpendicular(const Vector3& other) const
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{
|
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if (const auto angle = AngleBetween(other))
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return angle->AsDegrees() == 90.f;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr float Sum2D() const
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{
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return Vector2::Sum();
|
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@@ -235,7 +244,7 @@ namespace omath
|
||||
|
||||
[[nodiscard]] Vector3 ViewAngleTo(const Vector3& other) const;
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||||
|
||||
[[nodiscard]] std::tuple<float, float, float> AsTuple() const
|
||||
[[nodiscard]] constexpr std::tuple<float, float, float> AsTuple() const
|
||||
{
|
||||
return std::make_tuple(x, y, z);
|
||||
}
|
||||
|
||||
@@ -9,11 +9,17 @@
|
||||
|
||||
namespace omath::pathfinding
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||||
{
|
||||
struct PathNode;
|
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class Astar final
|
||||
{
|
||||
public:
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||||
[[nodiscard]]
|
||||
static std::vector<Vector3> FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh);
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||||
private:
|
||||
[[nodiscard]]
|
||||
static std::vector<Vector3> ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList, const Vector3& current);
|
||||
|
||||
[[nodiscard]]
|
||||
static auto GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex);
|
||||
};
|
||||
}
|
||||
20
include/omath/projectile_prediction/ProjPredEngine.hpp
Normal file
20
include/omath/projectile_prediction/ProjPredEngine.hpp
Normal file
@@ -0,0 +1,20 @@
|
||||
//
|
||||
// Created by Vlad on 2/23/2025.
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//
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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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||||
|
||||
|
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namespace omath::projectile_prediction
|
||||
{
|
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class ProjPredEngine
|
||||
{
|
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public:
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[[nodiscard]]
|
||||
virtual std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
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const Target& target) const = 0;
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virtual ~ProjPredEngine() = default;
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};
|
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} // namespace omath::projectile_prediction
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26
include/omath/projectile_prediction/ProjPredEngineAVX2.hpp
Normal file
26
include/omath/projectile_prediction/ProjPredEngineAVX2.hpp
Normal file
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Vlad on 2/23/2025.
|
||||
//
|
||||
#pragma once
|
||||
#include "ProjPredEngine.hpp"
|
||||
|
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namespace omath::projectile_prediction
|
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{
|
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class ProjPredEngineAVX2 final : public ProjPredEngine
|
||||
{
|
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public:
|
||||
[[nodiscard]] std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
|
||||
const Target& target) const override;
|
||||
|
||||
|
||||
ProjPredEngineAVX2(float gravityConstant, float simulationTimeStep, float maximumSimulationTime);
|
||||
~ProjPredEngineAVX2() override = default;
|
||||
|
||||
private:
|
||||
[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
|
||||
float bulletGravity, float v0, float time);
|
||||
const float m_gravityConstant;
|
||||
const float m_simulationTimeStep;
|
||||
const float m_maximumSimulationTime;
|
||||
};
|
||||
} // namespace omath::projectile_prediction
|
||||
@@ -6,19 +6,22 @@
|
||||
|
||||
#include <optional>
|
||||
#include "omath/Vector3.hpp"
|
||||
#include "omath/prediction/Projectile.hpp"
|
||||
#include "omath/prediction/Target.hpp"
|
||||
#include "omath/projectile_prediction/ProjPredEngine.hpp"
|
||||
#include "omath/projectile_prediction/Projectile.hpp"
|
||||
#include "omath/projectile_prediction/Target.hpp"
|
||||
|
||||
namespace omath::prediction
|
||||
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
class Engine final
|
||||
class ProjPredEngineLegacy final : public ProjPredEngine
|
||||
{
|
||||
public:
|
||||
explicit Engine(float gravityConstant, float simulationTimeStep,
|
||||
float maximumSimulationTime, float distanceTolerance);
|
||||
explicit ProjPredEngineLegacy(float gravityConstant, float simulationTimeStep, float maximumSimulationTime,
|
||||
float distanceTolerance);
|
||||
|
||||
[[nodiscard]]
|
||||
std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, const Target& target) const;
|
||||
std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile,
|
||||
const Target& target) const override;
|
||||
|
||||
private:
|
||||
const float m_gravityConstant;
|
||||
@@ -32,7 +35,7 @@ namespace omath::prediction
|
||||
|
||||
|
||||
[[nodiscard]]
|
||||
bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch, float time) const;
|
||||
|
||||
bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch,
|
||||
float time) const;
|
||||
};
|
||||
}
|
||||
} // namespace omath::projectile_prediction
|
||||
@@ -5,7 +5,7 @@
|
||||
#pragma once
|
||||
#include "omath/Vector3.hpp"
|
||||
|
||||
namespace omath::prediction
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
class Projectile final
|
||||
{
|
||||
@@ -5,7 +5,7 @@
|
||||
#pragma once
|
||||
#include "omath/Vector3.hpp"
|
||||
|
||||
namespace omath::prediction
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
class Target final
|
||||
{
|
||||
@@ -24,7 +24,7 @@ namespace omath::projection
|
||||
return m_width / m_height;
|
||||
}
|
||||
};
|
||||
using FieldOfView = const Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
|
||||
using FieldOfView = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
|
||||
|
||||
template<class Mat4x4Type, class ViewAnglesType>
|
||||
class Camera
|
||||
|
||||
@@ -6,7 +6,7 @@ target_sources(omath PRIVATE
|
||||
Vector2.cpp
|
||||
)
|
||||
|
||||
add_subdirectory(prediction)
|
||||
add_subdirectory(projectile_prediction)
|
||||
add_subdirectory(pathfinding)
|
||||
add_subdirectory(projection)
|
||||
add_subdirectory(collision)
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace omath::opengl
|
||||
{
|
||||
|
||||
Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
|
||||
const Angle<float, 0, 180, AngleFlags::Clamped>& fov, const float near, const float far) :
|
||||
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, const float near, const float far) :
|
||||
projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
//
|
||||
#include "omath/pathfinding/Astar.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
#include <algorithm>
|
||||
|
||||
|
||||
namespace omath::pathfinding
|
||||
@@ -18,45 +18,83 @@ namespace omath::pathfinding
|
||||
};
|
||||
|
||||
|
||||
std::vector<Vector3> Astar::FindPath(const Vector3 &start, const Vector3 &end, const NavigationMesh &navMesh)
|
||||
std::vector<Vector3> Astar::ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList,
|
||||
const Vector3& current)
|
||||
{
|
||||
std::vector<Vector3> path;
|
||||
std::optional currentOpt = current;
|
||||
|
||||
while (currentOpt)
|
||||
{
|
||||
path.push_back(*currentOpt);
|
||||
|
||||
auto it = closedList.find(*currentOpt);
|
||||
|
||||
if (it == closedList.end())
|
||||
break;
|
||||
|
||||
currentOpt = it->second.cameFrom;
|
||||
}
|
||||
|
||||
std::ranges::reverse(path);
|
||||
return path;
|
||||
}
|
||||
auto Astar::GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex)
|
||||
{
|
||||
return std::ranges::min_element(openList,
|
||||
[&endVertex](const auto& a, const auto& b)
|
||||
{
|
||||
const float fA = a.second.gCost + a.first.DistTo(endVertex);
|
||||
const float fB = b.second.gCost + b.first.DistTo(endVertex);
|
||||
return fA < fB;
|
||||
});
|
||||
}
|
||||
|
||||
std::vector<Vector3> Astar::FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh)
|
||||
{
|
||||
std::unordered_map<Vector3, PathNode> closedList;
|
||||
std::unordered_map<Vector3, PathNode> openList;
|
||||
|
||||
const auto startVertex = navMesh.GetClosestVertex(start).value();
|
||||
const auto endVertex = navMesh.GetClosestVertex(end).value();
|
||||
auto maybeStartVertex = navMesh.GetClosestVertex(start);
|
||||
auto maybeEndVertex = navMesh.GetClosestVertex(end);
|
||||
|
||||
if (!maybeStartVertex || !maybeEndVertex)
|
||||
return {};
|
||||
|
||||
const auto startVertex = maybeStartVertex.value();
|
||||
const auto endVertex = maybeEndVertex.value();
|
||||
|
||||
|
||||
openList.emplace(startVertex, PathNode{std::nullopt, 0.f});
|
||||
|
||||
while (!openList.empty())
|
||||
{
|
||||
const auto perfectVertex = *std::ranges::min_element(openList,
|
||||
[&endVertex](const auto& a, const auto& b) -> bool
|
||||
{
|
||||
const auto aCost = a.second.gCost + a.first.DistTo(endVertex);
|
||||
const auto bCost = b.second.gCost + b.first.DistTo(endVertex);
|
||||
return aCost < bCost;
|
||||
});
|
||||
auto currentIt = GetPerfectNode(openList, endVertex);
|
||||
|
||||
closedList.emplace(perfectVertex);
|
||||
openList.erase(perfectVertex.first);
|
||||
const auto current = currentIt->first;
|
||||
const auto currentNode = currentIt->second;
|
||||
|
||||
for (const auto& neighbor : navMesh.GetNeighbors(perfectVertex.first))
|
||||
if (!closedList.contains(neighbor))
|
||||
openList.emplace(neighbor, PathNode{perfectVertex.first, neighbor.DistTo(perfectVertex.first) + perfectVertex.second.gCost});
|
||||
if (current == endVertex)
|
||||
return ReconstructFinalPath(closedList, current);
|
||||
|
||||
|
||||
if (perfectVertex.first != endVertex)
|
||||
continue;
|
||||
closedList.emplace(current, currentNode);
|
||||
openList.erase(currentIt);
|
||||
|
||||
std::vector<Vector3> path = {};
|
||||
for (const auto& neighbor: navMesh.GetNeighbors(current))
|
||||
{
|
||||
if (closedList.contains(neighbor))
|
||||
continue;
|
||||
|
||||
for (std::optional current = perfectVertex.first; current; current = closedList.at(*current).cameFrom )
|
||||
path.push_back(current.value());
|
||||
const float tentativeGCost = currentNode.gCost + neighbor.DistTo(current);
|
||||
|
||||
return path;
|
||||
const auto openIt = openList.find(neighbor);
|
||||
|
||||
if (openIt == openList.end() || tentativeGCost < openIt->second.gCost)
|
||||
openList[neighbor] = PathNode{current, tentativeGCost};
|
||||
}
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
}
|
||||
} // namespace omath::pathfinding
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
target_sources(omath PRIVATE Engine.cpp Projectile.cpp Target.cpp)
|
||||
1
source/projectile_prediction/CMakeLists.txt
Normal file
1
source/projectile_prediction/CMakeLists.txt
Normal file
@@ -0,0 +1 @@
|
||||
target_sources(omath PRIVATE ProjPredEngineLegacy.cpp Projectile.cpp Target.cpp ProjPredEngineAVX2.cpp ProjPredEngine.cpp)
|
||||
10
source/projectile_prediction/ProjPredEngine.cpp
Normal file
10
source/projectile_prediction/ProjPredEngine.cpp
Normal file
@@ -0,0 +1,10 @@
|
||||
//
|
||||
// Created by Vlad on 2/23/2025.
|
||||
//
|
||||
#include "omath/projectile_prediction/ProjPredEngine.hpp"
|
||||
|
||||
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
|
||||
} // namespace omath::projectile_prediction
|
||||
138
source/projectile_prediction/ProjPredEngineAVX2.cpp
Normal file
138
source/projectile_prediction/ProjPredEngineAVX2.cpp
Normal file
@@ -0,0 +1,138 @@
|
||||
//
|
||||
// Created by Vlad on 2/23/2025.
|
||||
//
|
||||
#include "omath/projectile_prediction/ProjPredEngineAVX2.hpp"
|
||||
|
||||
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
std::optional<Vector3> ProjPredEngineAVX2::MaybeCalculateAimPoint(const Projectile& projectile,
|
||||
const Target& target) const
|
||||
{
|
||||
const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
|
||||
const float v0 = projectile.m_launchSpeed;
|
||||
const float v0Sqr = v0 * v0;
|
||||
const Vector3 projOrigin = projectile.m_origin;
|
||||
|
||||
constexpr int SIMD_FACTOR = 8;
|
||||
float currentTime = m_simulationTimeStep;
|
||||
|
||||
for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep * SIMD_FACTOR)
|
||||
{
|
||||
const __m256 times =
|
||||
_mm256_setr_ps(currentTime, currentTime + m_simulationTimeStep,
|
||||
currentTime + m_simulationTimeStep * 2, currentTime + m_simulationTimeStep * 3,
|
||||
currentTime + m_simulationTimeStep * 4, currentTime + m_simulationTimeStep * 5,
|
||||
currentTime + m_simulationTimeStep * 6, currentTime + m_simulationTimeStep * 7);
|
||||
|
||||
const __m256 targetX =
|
||||
_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.x), times, _mm256_set1_ps(target.m_origin.x));
|
||||
const __m256 targetY =
|
||||
_mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.y), times, _mm256_set1_ps(target.m_origin.y));
|
||||
const __m256 timesSq = _mm256_mul_ps(times, times);
|
||||
const __m256 targetZ = _mm256_fmadd_ps(_mm256_set1_ps(target.m_velocity.z), times,
|
||||
_mm256_fnmadd_ps(_mm256_set1_ps(0.5f * m_gravityConstant), timesSq,
|
||||
_mm256_set1_ps(target.m_origin.z)));
|
||||
|
||||
const __m256 deltaX = _mm256_sub_ps(targetX, _mm256_set1_ps(projOrigin.x));
|
||||
const __m256 deltaY = _mm256_sub_ps(targetY, _mm256_set1_ps(projOrigin.y));
|
||||
const __m256 deltaZ = _mm256_sub_ps(targetZ, _mm256_set1_ps(projOrigin.z));
|
||||
|
||||
const __m256 dSqr = _mm256_add_ps(_mm256_mul_ps(deltaX, deltaX), _mm256_mul_ps(deltaY, deltaY));
|
||||
|
||||
const __m256 bgTimesSq = _mm256_mul_ps(_mm256_set1_ps(bulletGravity), timesSq);
|
||||
const __m256 term = _mm256_add_ps(deltaZ, _mm256_mul_ps(_mm256_set1_ps(0.5f), bgTimesSq));
|
||||
const __m256 termSq = _mm256_mul_ps(term, term);
|
||||
const __m256 numerator = _mm256_add_ps(dSqr, termSq);
|
||||
const __m256 denominator = _mm256_add_ps(timesSq, _mm256_set1_ps(1e-8f)); // Avoid division by zero
|
||||
const __m256 requiredV0Sqr = _mm256_div_ps(numerator, denominator);
|
||||
|
||||
const __m256 v0SqrVec = _mm256_set1_ps(v0Sqr + 1e-3f);
|
||||
const __m256 mask = _mm256_cmp_ps(requiredV0Sqr, v0SqrVec, _CMP_LE_OQ);
|
||||
|
||||
const unsigned validMask = _mm256_movemask_ps(mask);
|
||||
|
||||
if (!validMask)
|
||||
continue;
|
||||
|
||||
alignas(32) float validTimes[SIMD_FACTOR];
|
||||
_mm256_store_ps(validTimes, times);
|
||||
|
||||
for (int i = 0; i < SIMD_FACTOR; ++i)
|
||||
{
|
||||
if (!(validMask & (1 << i)))
|
||||
continue;
|
||||
|
||||
const float candidateTime = validTimes[i];
|
||||
|
||||
if (candidateTime > m_maximumSimulationTime)
|
||||
continue;
|
||||
|
||||
// Fine search around candidate time
|
||||
for (float fineTime = candidateTime - m_simulationTimeStep * 2;
|
||||
fineTime <= candidateTime + m_simulationTimeStep * 2; fineTime += m_simulationTimeStep)
|
||||
{
|
||||
if (fineTime < 0)
|
||||
continue;
|
||||
|
||||
const Vector3 targetPos = target.PredictPosition(fineTime, m_gravityConstant);
|
||||
const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, fineTime);
|
||||
if (!pitch)
|
||||
continue;
|
||||
|
||||
const Vector3 delta = targetPos - projOrigin;
|
||||
const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
|
||||
const float height = d * std::tan(angles::DegreesToRadians(*pitch));
|
||||
return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback scalar processing for remaining times
|
||||
for (; currentTime <= m_maximumSimulationTime; currentTime += m_simulationTimeStep)
|
||||
{
|
||||
const Vector3 targetPos = target.PredictPosition(currentTime, m_gravityConstant);
|
||||
const auto pitch = CalculatePitch(projOrigin, targetPos, bulletGravity, v0, currentTime);
|
||||
if (!pitch)
|
||||
continue;
|
||||
|
||||
const Vector3 delta = targetPos - projOrigin;
|
||||
const float d = std::sqrt(delta.x * delta.x + delta.y * delta.y);
|
||||
const float height = d * std::tan(angles::DegreesToRadians(*pitch));
|
||||
return Vector3(targetPos.x, targetPos.y, projOrigin.z + height);
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
ProjPredEngineAVX2::ProjPredEngineAVX2(const float gravityConstant, const float simulationTimeStep,
|
||||
const float maximumSimulationTime) :
|
||||
m_gravityConstant(gravityConstant), m_simulationTimeStep(maximumSimulationTime),
|
||||
m_maximumSimulationTime(simulationTimeStep)
|
||||
{
|
||||
}
|
||||
std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos,
|
||||
const float bulletGravity, const float v0, const float time)
|
||||
{
|
||||
if (time <= 0.0f)
|
||||
return std::nullopt;
|
||||
|
||||
const Vector3 delta = targetPos - projOrigin;
|
||||
const float dSqr = delta.x * delta.x + delta.y * delta.y;
|
||||
const float h = delta.z;
|
||||
|
||||
const float term = h + 0.5f * bulletGravity * time * time;
|
||||
const float requiredV0Sqr = (dSqr + term * term) / (time * time);
|
||||
const float v0Sqr = v0 * v0;
|
||||
|
||||
if (requiredV0Sqr > v0Sqr + 1e-3f)
|
||||
return std::nullopt;
|
||||
|
||||
if (dSqr == 0.0f)
|
||||
return term >= 0.0f ? 90.0f : -90.0f;
|
||||
|
||||
|
||||
const float d = std::sqrt(dSqr);
|
||||
const float tanTheta = term / d;
|
||||
return angles::RadiansToDegrees(std::atan(tanTheta));
|
||||
}
|
||||
} // namespace omath::projectile_prediction
|
||||
@@ -1,25 +1,18 @@
|
||||
//
|
||||
// Created by Vlad on 6/9/2024.
|
||||
//
|
||||
|
||||
|
||||
#include "omath/prediction/Engine.hpp"
|
||||
#include "omath/projectile_prediction/ProjPredEngineLegacy.hpp"
|
||||
#include <cmath>
|
||||
#include <omath/Angles.hpp>
|
||||
|
||||
|
||||
namespace omath::prediction
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
Engine::Engine(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 gravityConstant, const float simulationTimeStep,
|
||||
const float maximumSimulationTime, const float distanceTolerance) :
|
||||
m_gravityConstant(gravityConstant), m_simulationTimeStep(simulationTimeStep),
|
||||
m_maximumSimulationTime(maximumSimulationTime), m_distanceTolerance(distanceTolerance)
|
||||
{
|
||||
}
|
||||
|
||||
std::optional<Vector3> Engine::MaybeCalculateAimPoint(const Projectile &projectile, const Target &target) const
|
||||
std::optional<Vector3> ProjPredEngineLegacy::MaybeCalculateAimPoint(const Projectile& projectile,
|
||||
const Target& target) const
|
||||
{
|
||||
for (float time = 0.f; time < m_maximumSimulationTime; time += m_simulationTimeStep)
|
||||
{
|
||||
@@ -28,7 +21,7 @@ namespace omath::prediction
|
||||
const auto projectilePitch = MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
|
||||
|
||||
if (!projectilePitch.has_value()) [[unlikely]]
|
||||
continue;
|
||||
continue;
|
||||
|
||||
if (!IsProjectileReachedTarget(predictedTargetPosition, projectile, projectilePitch.value(), time))
|
||||
continue;
|
||||
@@ -41,8 +34,9 @@ namespace omath::prediction
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::optional<float> Engine::MaybeCalculateProjectileLaunchPitchAngle(const Projectile &projectile,
|
||||
const Vector3 &targetPosition) const
|
||||
std::optional<float>
|
||||
ProjPredEngineLegacy::MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
|
||||
const Vector3& targetPosition) const
|
||||
{
|
||||
const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
|
||||
const auto delta = targetPosition - projectile.m_origin;
|
||||
@@ -51,11 +45,11 @@ namespace omath::prediction
|
||||
const auto distance2dSqr = distance2d * distance2d;
|
||||
const auto launchSpeedSqr = projectile.m_launchSpeed * projectile.m_launchSpeed;
|
||||
|
||||
float root = launchSpeedSqr * launchSpeedSqr - bulletGravity * (bulletGravity *
|
||||
distance2dSqr + 2.0f * delta.z * launchSpeedSqr);
|
||||
float root = launchSpeedSqr * launchSpeedSqr -
|
||||
bulletGravity * (bulletGravity * distance2dSqr + 2.0f * delta.z * launchSpeedSqr);
|
||||
|
||||
if (root < 0.0f) [[unlikely]]
|
||||
return std::nullopt;
|
||||
return std::nullopt;
|
||||
|
||||
root = std::sqrt(root);
|
||||
const float angle = std::atan((launchSpeedSqr - root) / (bulletGravity * distance2d));
|
||||
@@ -63,12 +57,12 @@ namespace omath::prediction
|
||||
return angles::RadiansToDegrees(angle);
|
||||
}
|
||||
|
||||
bool Engine::IsProjectileReachedTarget(const Vector3 &targetPosition, const Projectile &projectile,
|
||||
const float pitch, const float time) const
|
||||
bool ProjPredEngineLegacy::IsProjectileReachedTarget(const Vector3& targetPosition, 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);
|
||||
|
||||
return projectilePosition.DistTo(targetPosition) <= m_distanceTolerance;
|
||||
}
|
||||
}
|
||||
} // namespace omath::projectile_prediction
|
||||
@@ -2,11 +2,11 @@
|
||||
// Created by Vlad on 6/9/2024.
|
||||
//
|
||||
|
||||
#include "omath/prediction/Projectile.hpp"
|
||||
#include <cmath>
|
||||
#include "omath/projectile_prediction/Projectile.hpp"
|
||||
|
||||
#include <omath/engines/Source/Formulas.hpp>
|
||||
|
||||
namespace omath::prediction
|
||||
namespace omath::projectile_prediction
|
||||
{
|
||||
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
|
||||
{
|
||||
@@ -2,7 +2,7 @@
|
||||
// Created by Vlad on 6/9/2024.
|
||||
//
|
||||
|
||||
#include "omath/prediction/Target.hpp"
|
||||
#include "omath/projectile_prediction/Projectile.hpp"
|
||||
|
||||
|
||||
namespace omath::prediction
|
||||
@@ -1,7 +1,6 @@
|
||||
enable_testing()
|
||||
|
||||
project(unit-tests)
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}")
|
||||
|
||||
include(GoogleTest)
|
||||
add_executable(unit-tests
|
||||
@@ -26,6 +25,15 @@ add_executable(unit-tests
|
||||
|
||||
)
|
||||
|
||||
set_target_properties(unit-tests PROPERTIES
|
||||
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
|
||||
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
|
||||
UNITY_BUILD ON
|
||||
UNITY_BUILD_BATCH_SIZE 20
|
||||
CXX_STANDARD 23
|
||||
CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
|
||||
target_link_libraries(unit-tests PRIVATE gtest gtest_main omath)
|
||||
|
||||
gtest_discover_tests(unit-tests)
|
||||
@@ -1,15 +1,17 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <omath/prediction/Engine.hpp>
|
||||
#include <omath/projectile_prediction/ProjPredEngineLegacy.hpp>
|
||||
|
||||
TEST(UnitTestPrediction, PredictionTest)
|
||||
{
|
||||
constexpr omath::prediction::Target target{
|
||||
constexpr omath::projectile_prediction::Target target{
|
||||
.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_isAirborne = false};
|
||||
constexpr omath::prediction::Projectile proj = {.m_origin = {3,2,1}, .m_launchSpeed = 5000, .m_gravityScale= 0.4};
|
||||
const auto viewPoint = omath::prediction::Engine(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
|
||||
constexpr omath::projectile_prediction::Projectile proj = {
|
||||
.m_origin = {3, 2, 1}, .m_launchSpeed = 5000, .m_gravityScale = 0.4};
|
||||
const auto viewPoint =
|
||||
omath::projectile_prediction::ProjPredEngineLegacy(400, 1.f / 1000.f, 50, 5.f).MaybeCalculateAimPoint(proj, target);
|
||||
|
||||
const auto [pitch, yaw, _] = proj.m_origin.ViewAngleTo(viewPoint.value()).AsTuple();
|
||||
|
||||
EXPECT_NEAR(42.547142, pitch, 0.0001f);
|
||||
EXPECT_NEAR(-1.181189, yaw, 0.0001f);
|
||||
EXPECT_NEAR(42.547142, pitch, 0.01f);
|
||||
EXPECT_NEAR(-1.181189, yaw, 0.01f);
|
||||
}
|
||||
@@ -395,6 +395,12 @@ TEST_F(UnitTestVector3, AngleBeatween)
|
||||
EXPECT_FALSE(Vector3(0.0f, 0.0f, 0.0f).AngleBetween({0.0f, 0.0f, 1.0f}).has_value());
|
||||
}
|
||||
|
||||
TEST_F(UnitTestVector3, IsPerpendicular)
|
||||
{
|
||||
EXPECT_EQ(Vector3(0.0f, 0.0f, 1.0f).IsPerpendicular({1, 0 ,0}), true);
|
||||
EXPECT_EQ(Vector3(0.0f, 0.0f, 1.0f).IsPerpendicular({0.0f, 0.0f, 1.0f}), false);
|
||||
EXPECT_FALSE(Vector3(0.0f, 0.0f, 0.0f).IsPerpendicular({0.0f, 0.0f, 1.0f}));
|
||||
}
|
||||
|
||||
// Static assertions (compile-time checks)
|
||||
static_assert(Vector3(1.0f, 2.0f, 3.0f).LengthSqr() == 14.0f, "LengthSqr should be 14");
|
||||
|
||||
Reference in New Issue
Block a user