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201 lines
6.2 KiB
Markdown
201 lines
6.2 KiB
Markdown
# `omath::unreal_engine::PredEngineTrait` — projectile prediction trait
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> Header: `omath/engines/unreal_engine/traits/pred_engine_trait.hpp`
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> Namespace: `omath::unreal_engine`
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> Purpose: provide Unreal Engine-specific projectile and target prediction for ballistic calculations
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---
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## Summary
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`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
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* `predict_projectile_position` – computes where a projectile will be after `time` seconds
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* `predict_target_position` – computes where a moving target will be after `time` seconds
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* `calc_vector_2d_distance` – horizontal distance (X/Y plane, ignoring Z)
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* `get_vector_height_coordinate` – extracts vertical coordinate (Y in Unreal Engine, note: code uses Z)
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* `calc_viewpoint_from_angles` – computes aim point given pitch angle
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* `calc_direct_pitch_angle` – pitch angle to look from origin to target
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* `calc_direct_yaw_angle` – yaw angle to look from origin to target
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These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
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---
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## API
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```cpp
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namespace omath::unreal_engine {
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class PredEngineTrait final {
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public:
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// Predict projectile position after `time` seconds
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static constexpr Vector3<float>
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predict_projectile_position(const projectile_prediction::Projectile& projectile,
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float pitch, float yaw, float time,
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float gravity) noexcept;
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// Predict target position after `time` seconds
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static constexpr Vector3<float>
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predict_target_position(const projectile_prediction::Target& target,
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float time, float gravity) noexcept;
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// Compute horizontal (2D) distance
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static float
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calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
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// Get vertical coordinate (implementation returns Y, but UE is Z-up)
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static constexpr float
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get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
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// Compute aim point from angles
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static Vector3<float>
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calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
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Vector3<float> predicted_target_position,
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std::optional<float> projectile_pitch) noexcept;
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// Compute pitch angle to look at target
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static float
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calc_direct_pitch_angle(const Vector3<float>& origin,
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const Vector3<float>& view_to) noexcept;
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// Compute yaw angle to look at target
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static float
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calc_direct_yaw_angle(const Vector3<float>& origin,
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const Vector3<float>& view_to) noexcept;
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};
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} // namespace omath::unreal_engine
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```
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---
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## Projectile prediction
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```cpp
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auto pos = PredEngineTrait::predict_projectile_position(
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projectile, // initial position, speed, gravity scale
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pitch_deg, // launch pitch (positive = up)
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yaw_deg, // launch yaw
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time, // time in seconds
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gravity // gravity constant (e.g., 980 cm/s²)
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);
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```
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Computes:
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1. Forward vector from pitch/yaw (using `forward_vector`)
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2. Initial velocity: `forward * launch_speed`
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3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Y component per implementation, though UE is Z-up)
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**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
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---
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## Target prediction
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```cpp
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auto pos = PredEngineTrait::predict_target_position(
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target, // position, velocity, airborne flag
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time, // time in seconds
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gravity // gravity constant
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);
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```
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Simple linear extrapolation plus gravity if target is airborne:
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```
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predicted = origin + velocity * time
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if (airborne)
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predicted.y -= 0.5 * gravity * time² // Note: implementation uses Y
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```
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---
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## Distance & height helpers
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* `calc_vector_2d_distance(delta)` → `sqrt(delta.x² + delta.z²)` (horizontal distance in X/Z plane)
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* `get_vector_height_coordinate(vec)` → `vec.y` (implementation returns Y; UE convention is Z-up)
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Used to compute ballistic arc parameters.
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---
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## Aim angle calculation
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* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
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- Formula: `asin(Δz / distance)` converted to degrees (direction normalized first)
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- Positive = looking up, negative = looking down
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* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
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- Formula: `atan2(Δy, Δx)` converted to degrees (direction normalized first)
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- Horizontal rotation around Z-axis
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---
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## Viewpoint from angles
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```cpp
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auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
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projectile,
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predicted_target_pos,
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optional_pitch_deg
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);
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```
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Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset.
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---
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## Conventions
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* **Coordinate system**: Z-up (height increases with Z)
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* **Angles**: pitch in [-90°, +90°], yaw in [-180°, +180°]
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* **Gravity**: applied downward (implementation uses Y component, but UE is Z-up)
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* **Pitch convention**: +90° = straight up, -90° = straight down
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**Note**: Some implementation details (gravity application to Y coordinate) may need adjustment for full Unreal Engine Z-up consistency.
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---
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## Usage example
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```cpp
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using namespace omath::unreal_engine;
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using namespace omath::projectile_prediction;
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Projectile proj{
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.m_origin = {0, 0, 200},
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.m_launch_speed = 5000.0f,
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.m_gravity_scale = 1.0f
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};
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Target tgt{
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.m_origin = {2000, 1000, 200},
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.m_velocity = {50, 20, 0},
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.m_is_airborne = false
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};
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float gravity = 980.0f; // cm/s² in Unreal units
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float time = 0.5f;
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// Predict where target will be
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auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
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// Compute aim angles
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float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
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float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
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// Predict projectile position with those angles
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auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
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```
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---
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## See also
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* `omath/engines/unreal_engine/formulas.hpp` — direction vectors and matrix builders
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* `omath/projectile_prediction/projectile.hpp` — `Projectile` struct
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* `omath/projectile_prediction/target.hpp` — `Target` struct
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* Generic projectile prediction algorithms that use `PredEngineTraitConcept`
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