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Creates the main omath header file that includes all omath library components. This provides a single point of inclusion for the entire library, simplifying usage and dependency management. Also, adjusts the return types for projectile prediction functions within the legacy engine to explicitly use the `Vector3` type for consistency and clarity.
135 lines
6.3 KiB
C++
135 lines
6.3 KiB
C++
//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include "omath/engines/source_engine/traits/pred_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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#include "omath/vector3.hpp"
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#include <optional>
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namespace omath::projectile_prediction
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{
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template<class T>
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concept PredEngineConcept =
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requires(const Projectile& projectile, const Target& target, const Vector3<float>& vec_a,
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const Vector3<float>& vec_b,
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Vector3<float> v3, // by-value for calc_viewpoint_from_angles
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float pitch, float yaw, float time, float gravity, std::optional<float> maybe_pitch) {
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// Presence + return types
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{ T::predict_projectile_position(projectile, pitch, yaw, time, gravity) } -> std::same_as<Vector3<float>>;
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{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vector3<float>>;
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{ T::calc_vector_2d_distance(vec_a) } -> std::same_as<float>;
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{ T::get_vector_height_coordinate(vec_b) } -> std::same_as<float>;
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{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vector3<float>>;
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{ T::calc_direct_pitch_angle(vec_a, vec_b) } -> std::same_as<float>;
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{ T::calc_direct_yaw_angle(vec_a, vec_b) } -> std::same_as<float>;
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// Enforce noexcept as in PredEngineTrait
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requires noexcept(T::predict_projectile_position(projectile, pitch, yaw, time, gravity));
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requires noexcept(T::predict_target_position(target, time, gravity));
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requires noexcept(T::calc_vector_2d_distance(vec_a));
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requires noexcept(T::get_vector_height_coordinate(vec_b));
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requires noexcept(T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch));
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requires noexcept(T::calc_direct_pitch_angle(vec_a, vec_b));
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requires noexcept(T::calc_direct_yaw_angle(vec_a, vec_b));
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};
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template<class EngineTrait = source_engine::PredEngineTrait>
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requires PredEngineConcept<EngineTrait>
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class ProjPredEngineLegacy final : public ProjPredEngineInterface
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{
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public:
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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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{
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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 =
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EngineTrait::predict_target_position(target, 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(),
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time))
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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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const float m_simulation_time_step;
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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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{
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const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
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if (bullet_gravity == 0.f)
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return EngineTrait::calc_direct_pitch_angle(projectile.m_origin, target_position);
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const auto delta = target_position - projectile.m_origin;
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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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[[nodiscard]]
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bool is_projectile_reached_target(const Vector3<float>& target_position, const Projectile& projectile,
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const float pitch, const float time) const noexcept
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{
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const auto yaw = EngineTrait::calc_direct_yaw_angle(projectile.m_origin, target_position);
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const auto projectile_position =
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EngineTrait::predict_projectile_position(projectile, 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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};
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} // namespace omath::projectile_prediction
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