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Author SHA1 Message Date
9e1990942b Refactors projectile prediction engine
Migrates projectile prediction logic to leverage engine traits for improved flexibility and testability.

This change decouples core prediction algorithms from specific engine implementations, allowing for easier adaptation to different game engines or simulation environments.
2025-08-03 18:28:47 +03:00
f1984fbe46 Merge pull request #51 from orange-cpp/feature/projectile_pred_custom
Refactors projectile prediction engine
2025-08-03 17:38:08 +03:00
f1fbea21a7 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.
2025-08-03 17:33:22 +03:00
4b44ce0667 Documents projectile launch angle formula
Adds a comment documenting the formula used for calculating the projectile launch pitch angle.

The comment includes a link to the Stack Overflow discussion where the formula was found and the LaTeX representation of the formula for clarity.
2025-07-31 21:52:16 +03:00
8 changed files with 130 additions and 88 deletions

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@@ -5,7 +5,7 @@ project(omath VERSION 3.0.2 LANGUAGES CXX)
include(CMakePackageConfigHelpers)
option(OMATH_BUILD_TESTS "Build unit tests" OFF)
option(OMATH_BUILD_TESTS "Build unit tests" ${PROJECT_IS_TOP_LEVEL})
option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force compiler to treat them as errors" ON)
option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
option(OMATH_USE_AVX2 "Omath will use AVX2 to boost performance" ON)

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@@ -0,0 +1,62 @@
//
// Created by Vlad on 8/3/2025.
//
#pragma once
#include "omath/engines/source_engine/formulas.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include <optional>
namespace omath::projectile_prediction::traits
{
class SourceEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const Projectile& projectile, const float pitch,
const float yaw, const float time,
const float gravity) noexcept
{
auto current_pos = projectile.m_origin
+ source_engine::forward_vector({source_engine::PitchAngle::from_degrees(-pitch),
source_engine::YawAngle::from_degrees(yaw),
source_engine::RollAngle::from_degrees(0)})
* projectile.m_launch_speed * time;
current_pos.z -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
return current_pos;
}
static bool is_projectile_reached_target(const Vector3<float>& target_position,
const Projectile& projectile, const float pitch,
const float time, const float gravity,
const float tolerance) noexcept
{
const auto yaw = projectile.m_origin.view_angle_to(target_position).y;
const auto projectile_position = predict_projectile_position(projectile, pitch, yaw, time, gravity);
return projectile_position.distance_to(target_position) <= tolerance;
}
[[nodiscard]]
static float calc_vector_2d_distance(const Vector3<float>& delta)
{
return std::sqrt(delta.x * delta.x + delta.y * delta.y);
}
[[nodiscard]]
constexpr static float get_vector_height_coordinate(const Vector3<float>& vec)
{
return vec.z;
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const Projectile& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch)
{
const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
return {predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height};
}
};
} // namespace omath::projectile_prediction::traits

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@@ -8,12 +8,12 @@
namespace omath::projectile_prediction
{
class ProjPredEngine
class ProjPredEngineInterface
{
public:
[[nodiscard]]
virtual std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const = 0;
virtual ~ProjPredEngine() = default;
virtual ~ProjPredEngineInterface() = default;
};
} // namespace omath::projectile_prediction

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@@ -6,7 +6,7 @@
namespace omath::projectile_prediction
{
class ProjPredEngineAvx2 final : public ProjPredEngine
class ProjPredEngineAvx2 final : public ProjPredEngineInterface
{
public:
[[nodiscard]] std::optional<Vector3<float>>

View File

@@ -4,6 +4,7 @@
#pragma once
#include "engine_traits/source_engine_trait.hpp"
#include "omath/projectile_prediction/proj_pred_engine.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
@@ -12,15 +13,41 @@
namespace omath::projectile_prediction
{
class ProjPredEngineLegacy final : public ProjPredEngine
// ReSharper disable once CppClassCanBeFinal
template<class EngineTrait = traits::SourceEngineTrait>
class ProjPredEngineLegacy : public ProjPredEngineInterface
{
public:
explicit ProjPredEngineLegacy(float gravity_constant, float simulation_time_step, float maximum_simulation_time,
float distance_tolerance);
explicit ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
const float maximum_simulation_time, const float distance_tolerance)
: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
{
}
[[nodiscard]]
std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const override;
const Target& target) const override
{
for (float time = 0.f; time < m_maximum_simulation_time; time += m_simulation_time_step)
{
const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
const auto projectile_pitch =
maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (!projectile_pitch.has_value()) [[unlikely]]
continue;
if (!EngineTrait::is_projectile_reached_target(predicted_target_position, projectile,
projectile_pitch.value(), time, m_gravity_constant,
m_distance_tolerance))
continue;
return EngineTrait::calc_viewpoint_from_angles(projectile, predicted_target_position, projectile_pitch);
}
return std::nullopt;
}
private:
const float m_gravity_constant;
@@ -28,13 +55,42 @@ namespace omath::projectile_prediction
const float m_maximum_simulation_time;
const float m_distance_tolerance;
// Realization of this formula:
// https://stackoverflow.com/questions/54917375/how-to-calculate-the-angle-to-shoot-a-bullet-in-order-to-hit-a-moving-target
/*
\[
\theta \;=\; \arctan\!\Biggl(
\frac{%
v^{2}\;\pm\;\sqrt{\,v^{4}-g\!\left(gx^{2}+2yv^{2}\right)\,}
}{%
gx
}\Biggr)
\]
*/
[[nodiscard]]
std::optional<float>
maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const noexcept;
const Vector3<float>& target_position) const noexcept
{
const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
const auto delta = target_position - projectile.m_origin;
[[nodiscard]]
bool is_projectile_reached_target(const Vector3<float>& target_position, const Projectile& projectile,
float pitch, float time) const noexcept;
const auto distance2d = EngineTrait::calc_vector_2d_distance(delta);
const auto distance2d_sqr = distance2d * distance2d;
const auto launch_speed_sqr = projectile.m_launch_speed * projectile.m_launch_speed;
float root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity
* (bullet_gravity * distance2d_sqr
+ 2.0f * EngineTrait::get_vector_height_coordinate(delta) * launch_speed_sqr);
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
return angles::radians_to_degrees(angle);
}
};
} // namespace omath::projectile_prediction

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@@ -10,9 +10,6 @@ namespace omath::projectile_prediction
class Projectile final
{
public:
[[nodiscard]]
Vector3<float> predict_position(float pitch, float yaw, float time, float gravity) const noexcept;
Vector3<float> m_origin;
float m_launch_speed{};
float m_gravity_scale{};

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@@ -4,66 +4,5 @@
namespace omath::projectile_prediction
{
ProjPredEngineLegacy::ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
const float maximum_simulation_time, const float distance_tolerance)
: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
{
}
std::optional<Vector3<float>> ProjPredEngineLegacy::maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const
{
for (float time = 0.f; time < m_maximum_simulation_time; time += m_simulation_time_step)
{
const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
const auto projectile_pitch =
maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (!projectile_pitch.has_value()) [[unlikely]]
continue;
if (!is_projectile_reached_target(predicted_target_position, projectile, projectile_pitch.value(), time))
continue;
const auto delta2d = (predicted_target_position - projectile.m_origin).length_2d();
const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
return Vector3(predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height);
}
return std::nullopt;
}
std::optional<float> ProjPredEngineLegacy::maybe_calculate_projectile_launch_pitch_angle(
const Projectile& projectile, const Vector3<float>& target_position) const noexcept
{
const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
const auto delta = target_position - projectile.m_origin;
const auto distance2d = delta.length_2d();
const auto distance2d_sqr = distance2d * distance2d;
const auto launch_speed_sqr = projectile.m_launch_speed * projectile.m_launch_speed;
float root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity * (bullet_gravity * distance2d_sqr + 2.0f * delta.z * launch_speed_sqr);
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
return angles::radians_to_degrees(angle);
}
bool ProjPredEngineLegacy::is_projectile_reached_target(const Vector3<float>& target_position,
const Projectile& projectile, const float pitch,
const float time) const noexcept
{
const auto yaw = projectile.m_origin.view_angle_to(target_position).y;
const auto projectile_position = projectile.predict_position(pitch, yaw, time, m_gravity_constant);
return projectile_position.distance_to(target_position) <= m_distance_tolerance;
}
} // namespace omath::projectile_prediction

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@@ -7,16 +7,4 @@
namespace omath::projectile_prediction
{
Vector3<float> Projectile::predict_position(const float pitch, const float yaw, const float time,
const float gravity) const noexcept
{
auto current_pos = m_origin
+ source_engine::forward_vector({source_engine::PitchAngle::from_degrees(-pitch),
source_engine::YawAngle::from_degrees(yaw),
source_engine::RollAngle::from_degrees(0)})
* m_launch_speed * time;
current_pos.z -= (gravity * m_gravity_scale) * (time * time) * 0.5f;
return current_pos;
}
} // namespace omath::projectile_prediction