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4 Commits
| Author | SHA1 | Date | |
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| 9e1990942b | |||
| f1984fbe46 | |||
| f1fbea21a7 | |||
| 4b44ce0667 |
@@ -5,7 +5,7 @@ project(omath VERSION 3.0.2 LANGUAGES CXX)
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include(CMakePackageConfigHelpers)
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option(OMATH_BUILD_TESTS "Build unit tests" OFF)
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option(OMATH_BUILD_TESTS "Build unit tests" ${PROJECT_IS_TOP_LEVEL})
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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)
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option(OMATH_USE_AVX2 "Omath will use AVX2 to boost performance" ON)
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@@ -0,0 +1,62 @@
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//
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// Created by Vlad on 8/3/2025.
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//
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#pragma once
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#include "omath/engines/source_engine/formulas.hpp"
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#include "omath/projectile_prediction/projectile.hpp"
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#include <optional>
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namespace omath::projectile_prediction::traits
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{
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class SourceEngineTrait final
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{
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public:
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constexpr static Vector3<float> 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) noexcept
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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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static bool is_projectile_reached_target(const Vector3<float>& target_position,
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const Projectile& projectile, const float pitch,
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const float time, const float gravity,
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const float tolerance) 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 = predict_projectile_position(projectile, pitch, yaw, time, gravity);
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return projectile_position.distance_to(target_position) <= tolerance;
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}
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[[nodiscard]]
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static float calc_vector_2d_distance(const Vector3<float>& delta)
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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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[[nodiscard]]
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constexpr static float get_vector_height_coordinate(const Vector3<float>& vec)
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{
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return vec.z;
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}
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[[nodiscard]]
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static Vector3<float> calc_viewpoint_from_angles(const Projectile& projectile,
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Vector3<float> predicted_target_position,
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const std::optional<float> projectile_pitch)
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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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};
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} // namespace omath::projectile_prediction::traits
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@@ -8,12 +8,12 @@
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namespace omath::projectile_prediction
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{
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class ProjPredEngine
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class ProjPredEngineInterface
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{
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public:
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[[nodiscard]]
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virtual std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
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const Target& target) const = 0;
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virtual ~ProjPredEngine() = default;
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virtual ~ProjPredEngineInterface() = default;
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};
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} // namespace omath::projectile_prediction
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@@ -6,7 +6,7 @@
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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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class ProjPredEngineAvx2 final : public ProjPredEngineInterface
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{
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public:
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[[nodiscard]] std::optional<Vector3<float>>
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@@ -4,6 +4,7 @@
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#pragma once
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#include "engine_traits/source_engine_trait.hpp"
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#include "omath/projectile_prediction/proj_pred_engine.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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@@ -12,15 +13,41 @@
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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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// ReSharper disable once CppClassCanBeFinal
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template<class EngineTrait = traits::SourceEngineTrait>
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class ProjPredEngineLegacy : public ProjPredEngineInterface
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{
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public:
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explicit ProjPredEngineLegacy(float gravity_constant, float simulation_time_step, float maximum_simulation_time,
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float distance_tolerance);
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explicit ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
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const float maximum_simulation_time, const float distance_tolerance)
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: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
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m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
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{
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}
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[[nodiscard]]
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std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
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const Target& target) const override;
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const Target& target) const override
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{
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for (float time = 0.f; time < m_maximum_simulation_time; time += m_simulation_time_step)
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{
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const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
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const auto projectile_pitch =
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maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
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if (!projectile_pitch.has_value()) [[unlikely]]
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continue;
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if (!EngineTrait::is_projectile_reached_target(predicted_target_position, projectile,
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projectile_pitch.value(), time, m_gravity_constant,
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m_distance_tolerance))
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continue;
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return EngineTrait::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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private:
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const float m_gravity_constant;
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@@ -28,13 +55,42 @@ namespace omath::projectile_prediction
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const float m_maximum_simulation_time;
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const float m_distance_tolerance;
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// Realization of this formula:
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// https://stackoverflow.com/questions/54917375/how-to-calculate-the-angle-to-shoot-a-bullet-in-order-to-hit-a-moving-target
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/*
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\[
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\theta \;=\; \arctan\!\Biggl(
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\frac{%
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v^{2}\;\pm\;\sqrt{\,v^{4}-g\!\left(gx^{2}+2yv^{2}\right)\,}
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}{%
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gx
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}\Biggr)
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\]
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*/
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[[nodiscard]]
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std::optional<float>
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maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
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const Vector3<float>& target_position) const noexcept;
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const Vector3<float>& target_position) const noexcept
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{
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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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[[nodiscard]]
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bool is_projectile_reached_target(const Vector3<float>& target_position, const Projectile& projectile,
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float pitch, float time) const noexcept;
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const auto distance2d = EngineTrait::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
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* (bullet_gravity * distance2d_sqr
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+ 2.0f * EngineTrait::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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root = std::sqrt(root);
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const float angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
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return angles::radians_to_degrees(angle);
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}
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};
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} // namespace omath::projectile_prediction
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@@ -10,9 +10,6 @@ namespace omath::projectile_prediction
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class Projectile final
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{
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public:
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[[nodiscard]]
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Vector3<float> predict_position(float pitch, float yaw, float time, float gravity) const noexcept;
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Vector3<float> m_origin;
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float m_launch_speed{};
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float m_gravity_scale{};
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@@ -4,66 +4,5 @@
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namespace omath::projectile_prediction
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{
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ProjPredEngineLegacy::ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
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const float maximum_simulation_time, const float distance_tolerance)
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: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
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m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
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{
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}
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std::optional<Vector3<float>> ProjPredEngineLegacy::maybe_calculate_aim_point(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_maximum_simulation_time; time += m_simulation_time_step)
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{
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const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
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const auto projectile_pitch =
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maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
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if (!projectile_pitch.has_value()) [[unlikely]]
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continue;
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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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}
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return std::nullopt;
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}
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std::optional<float> ProjPredEngineLegacy::maybe_calculate_projectile_launch_pitch_angle(
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const Projectile& projectile, const Vector3<float>& target_position) const noexcept
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{
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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_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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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((launch_speed_sqr - root) / (bullet_gravity * distance2d));
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return angles::radians_to_degrees(angle);
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}
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bool ProjPredEngineLegacy::is_projectile_reached_target(const Vector3<float>& target_position,
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const Projectile& projectile, const float pitch,
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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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return projectile_position.distance_to(target_position) <= m_distance_tolerance;
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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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