Files
omath/source/ProjectilePredictor.cpp
2024-05-07 02:12:17 +03:00

107 lines
3.7 KiB
C++

//
// Created by vlad on 11/6/23.
//
#include "uml/ProjectilePredictor.h"
#include "uml/Vector3.h"
#include "uml/angles.h"
#include <cmath>
#include <cstdio>
namespace uml::prediction
{
ProjectilePredictor::ProjectilePredictor(float gravityValue,
float maxTimeToTravel,
float timeStep)
: m_gravity(gravityValue), m_maxTravelTime(maxTimeToTravel), m_timeStepSize(timeStep)
{
}
std::optional<Vector3> ProjectilePredictor::PredictPointToAim(
const Target &target, const Projectile &projectile) const
{
for (float time = 0.0f; time <= m_maxTravelTime; time += m_timeStepSize)
{
auto predictedTargetPosition = LinearPrediction(target, time);
const auto projectilePitch =
MaybeCalculateProjectileLaunchPitchAngle(projectile, predictedTargetPosition);
if (!projectilePitch.has_value()) [[unlikely]]
return std::nullopt;
const auto timeToHit = ProjectileTravelTime(predictedTargetPosition,
projectile,
projectilePitch.value());
if (!timeToHit.has_value() || timeToHit.value() > time)
continue;
const auto delta2d = (predictedTargetPosition - projectile.m_origin).Length2D();
const auto height = delta2d * std::tan(angles::DegToRad(projectilePitch.value()));
predictedTargetPosition.z = projectile.m_origin.z + height;
return predictedTargetPosition;
}
return std::nullopt;
}
Vector3 ProjectilePredictor::LinearPrediction(const Target &target, float time) const
{
auto predicted = target.m_origin + target.m_vecVelocity * time;
if (target.m_IsAirborne)
predicted.z -= m_gravity * std::pow(time, 2.f) * 0.5f;
return predicted;
}
std::optional<float>
ProjectilePredictor::MaybeCalculateProjectileLaunchPitchAngle(const Projectile &projectile,
const Vector3 &targetPosition)
const
{
const auto bulletGravity = m_gravity * projectile.m_gravityMultiplier;
const auto delta = targetPosition - projectile.m_origin;;
const auto distance2d = delta.Length2D();
float root = std::pow(projectile.m_velocity, 4.f) - bulletGravity * (bulletGravity *
std::pow(distance2d, 2.f) + 2.0f * delta.z * std::pow(projectile.m_velocity, 2.f));
if (root < 0.0f) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((std::pow(projectile.m_velocity, 2.f) - root) / (bulletGravity * distance2d));
return angles::RadToDeg(angle);
}
std::optional<float> ProjectilePredictor::ProjectileTravelTime(const Vector3 &end,
const Projectile &projectile,
const float angle) const
{
auto launchAngles = projectile.m_origin.ViewAngleTo(end);
launchAngles.x = angle;
const auto velocity = Vector3::CreateVelocity(launchAngles, projectile.m_velocity);
for (float time = 0.0f; time <= m_maxTravelTime; time += m_timeStepSize)
{
auto currentPos = projectile.m_origin + velocity * time;
currentPos.z -= m_gravity * projectile.m_gravityMultiplier * std::pow(time, 2.f) * 0.5f;
if (currentPos.DistTo(end) <= 25.f)
return time;
}
return std::nullopt;
}
}