improved prediction

This commit is contained in:
2026-07-19 16:18:29 +03:00
parent c068e3e0d8
commit de5e1e8200
5 changed files with 388 additions and 63 deletions
@@ -6,6 +6,8 @@
#include "omath/engines/source_engine/formulas.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
#include <cmath>
#include <limits>
#include <optional>
namespace omath::source_engine
@@ -14,19 +16,58 @@ namespace omath::source_engine
{
public:
[[nodiscard("projectile position result should not be discarded")]]
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
constexpr static Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile<float>& projectile, const float pitch,
const float yaw, const float time, const float gravity) noexcept
{
const auto launch_pos = projectile.m_origin + projectile.m_launch_offset;
auto current_pos = launch_pos
+ forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
RollAngle::from_degrees(0)})
* projectile.m_launch_speed * time;
const auto pitch_angle = PitchAngle::from_degrees(-pitch);
const auto yaw_angle = YawAngle::from_degrees(yaw);
const auto pitch_cos = pitch_angle.cos();
// Roll is always zero here, so this is the exact first column of the rotation matrix.
const Vector3 forward{pitch_cos * yaw_angle.cos(), pitch_cos * yaw_angle.sin(), -pitch_angle.sin()};
auto current_pos = launch_pos + forward * projectile.m_launch_speed * time;
current_pos.z -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
return current_pos;
}
[[nodiscard("reachability result should not be discarded")]]
static constexpr bool
can_projectile_reach_target_at_time(const projectile_prediction::Projectile<float>& projectile,
const Vector3<float>& target_position, const float time,
const float gravity, const float distance_tolerance) noexcept
{
if (!(distance_tolerance >= 0.f))
return false;
// After undoing gravity, every possible projectile position is on a sphere with radius speed * time.
const auto launch_position = projectile.m_origin + projectile.m_launch_offset;
auto adjusted_delta = target_position - launch_position;
const auto gravity_displacement = (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
adjusted_delta.z += gravity_displacement;
const auto target_distance_sqr = adjusted_delta.length_sqr();
const auto projectile_distance = std::abs(projectile.m_launch_speed * time);
const auto floating_point_margin =
std::numeric_limits<float>::epsilon() * 8.f
* (std::abs(target_position.x) + std::abs(target_position.y) + std::abs(target_position.z)
+ std::abs(launch_position.x) + std::abs(launch_position.y) + std::abs(launch_position.z)
+ std::abs(gravity_displacement) + projectile_distance + distance_tolerance + 1.f);
if (!std::isfinite(target_distance_sqr) || !std::isfinite(floating_point_margin)) [[unlikely]]
return true;
const auto conservative_tolerance = distance_tolerance + floating_point_margin;
const auto maximum_distance = projectile_distance + conservative_tolerance;
if (target_distance_sqr > maximum_distance * maximum_distance)
return false;
const auto minimum_distance =
projectile_distance > conservative_tolerance ? projectile_distance - conservative_tolerance : 0.f;
return target_distance_sqr >= minimum_distance * minimum_distance;
}
[[nodiscard("target position result should not be discarded")]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
@@ -78,4 +119,4 @@ namespace omath::source_engine
return angles::radians_to_degrees(std::atan2(delta.y, delta.x));
};
};
} // namespace omath::source_engine
} // namespace omath::source_engine
@@ -9,6 +9,7 @@
#include "omath/projectile_prediction/proj_pred_engine.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
#include <cmath>
#include <optional>
namespace omath::projectile_prediction
@@ -17,9 +18,8 @@ namespace omath::projectile_prediction
concept PredEngineConcept =
requires(const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target,
const Vector3<ArithmeticType>& vec_a, const Vector3<ArithmeticType>& vec_b,
Vector3<ArithmeticType> v3,
ArithmeticType pitch, ArithmeticType yaw, ArithmeticType time, ArithmeticType gravity,
std::optional<ArithmeticType> maybe_pitch) {
Vector3<ArithmeticType> v3, ArithmeticType pitch, ArithmeticType yaw, ArithmeticType time,
ArithmeticType gravity, std::optional<ArithmeticType> maybe_pitch) {
{
T::predict_projectile_position(projectile, pitch, yaw, time, gravity)
} -> std::same_as<Vector3<ArithmeticType>>;
@@ -44,8 +44,7 @@ namespace omath::projectile_prediction
class ProjPredEngineLegacy final : public ProjPredEngineInterface<ArithmeticType>
{
public:
explicit ProjPredEngineLegacy(const ArithmeticType gravity_constant,
const ArithmeticType simulation_time_step,
explicit ProjPredEngineLegacy(const ArithmeticType gravity_constant, const ArithmeticType simulation_time_step,
const ArithmeticType maximum_simulation_time,
const ArithmeticType distance_tolerance)
: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
@@ -54,8 +53,9 @@ namespace omath::projectile_prediction
}
[[nodiscard]]
std::optional<Vector3<ArithmeticType>> maybe_calculate_aim_point(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const override
std::optional<Vector3<ArithmeticType>>
maybe_calculate_aim_point(const Projectile<ArithmeticType>& projectile,
const Target<ArithmeticType>& target) const override
{
const auto solution = find_solution(projectile, target);
if (!solution)
@@ -66,15 +66,16 @@ namespace omath::projectile_prediction
}
[[nodiscard]]
std::optional<AimAngles<ArithmeticType>> maybe_calculate_aim_angles(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const override
std::optional<AimAngles<ArithmeticType>>
maybe_calculate_aim_angles(const Projectile<ArithmeticType>& projectile,
const Target<ArithmeticType>& target) const override
{
const auto solution = find_solution(projectile, target);
if (!solution)
return std::nullopt;
const auto yaw = EngineTrait::calc_direct_yaw_angle(
projectile.m_origin + projectile.m_launch_offset, solution->predicted_target_position);
const auto yaw = EngineTrait::calc_direct_yaw_angle(projectile.m_origin + projectile.m_launch_offset,
solution->predicted_target_position);
return AimAngles<ArithmeticType>{solution->pitch, yaw};
}
@@ -89,23 +90,39 @@ namespace omath::projectile_prediction
std::optional<Solution> find_solution(const Projectile<ArithmeticType>& projectile,
const Target<ArithmeticType>& target) const
{
for (ArithmeticType time = ArithmeticType{0}; time < m_maximum_simulation_time;
time += m_simulation_time_step)
if (!std::isfinite(m_simulation_time_step) || m_simulation_time_step <= ArithmeticType{0}
|| !std::isfinite(m_maximum_simulation_time) || m_maximum_simulation_time < ArithmeticType{0}
|| !std::isfinite(projectile.m_launch_speed) || projectile.m_launch_speed <= ArithmeticType{0}
|| !(m_distance_tolerance >= ArithmeticType{0})) [[unlikely]]
return std::nullopt;
for (ArithmeticType time = ArithmeticType{0}; time <= m_maximum_simulation_time;)
{
const auto predicted_target_position =
EngineTrait::predict_target_position(target, time, m_gravity_constant);
const auto projectile_pitch =
maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (is_target_potentially_reachable(projectile, predicted_target_position, time))
{
const auto projectile_pitch =
maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (!projectile_pitch.has_value()) [[unlikely]]
continue;
if (projectile_pitch.has_value()) [[likely]]
{
const auto yaw = EngineTrait::calc_direct_yaw_angle(
projectile.m_origin + projectile.m_launch_offset, predicted_target_position);
if (!is_projectile_reached_target(predicted_target_position, projectile, projectile_pitch.value(),
time))
continue;
if (is_projectile_reached_target(predicted_target_position, projectile,
projectile_pitch.value(), yaw, time))
return Solution{predicted_target_position, projectile_pitch.value()};
}
}
return Solution{predicted_target_position, projectile_pitch.value()};
if (time == m_maximum_simulation_time)
break;
const auto next_time = time + m_simulation_time_step;
if (!(next_time > time)) [[unlikely]]
break;
time = next_time < m_maximum_simulation_time ? next_time : m_maximum_simulation_time;
}
return std::nullopt;
}
@@ -144,29 +161,46 @@ namespace omath::projectile_prediction
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;
const auto ballistic_term =
bullet_gravity * distance2d_sqr
+ ArithmeticType{2} * EngineTrait::get_vector_height_coordinate(delta) * launch_speed_sqr;
ArithmeticType root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity
* (bullet_gravity * distance2d_sqr
+ ArithmeticType{2} * EngineTrait::get_vector_height_coordinate(delta)
* launch_speed_sqr);
ArithmeticType root = launch_speed_sqr * launch_speed_sqr - bullet_gravity * ballistic_term;
if (root < ArithmeticType{0}) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const ArithmeticType angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
// This rationalized form avoids cancellation in launch_speed_sqr - root for low-angle shots.
const ArithmeticType angle = std::atan2(ballistic_term, distance2d * (launch_speed_sqr + root));
return angles::radians_to_degrees(angle);
}
[[nodiscard]]
bool is_projectile_reached_target(const Vector3<ArithmeticType>& target_position,
const Projectile<ArithmeticType>& projectile,
const ArithmeticType pitch, const ArithmeticType time) const noexcept
bool is_target_potentially_reachable(const Projectile<ArithmeticType>& projectile,
const Vector3<ArithmeticType>& target_position,
const ArithmeticType time) const noexcept
{
if constexpr (requires {
{
EngineTrait::can_projectile_reach_target_at_time(
projectile, target_position, time, m_gravity_constant, m_distance_tolerance)
} -> std::same_as<bool>;
requires noexcept(EngineTrait::can_projectile_reach_target_at_time(
projectile, target_position, time, m_gravity_constant, m_distance_tolerance));
})
return EngineTrait::can_projectile_reach_target_at_time(projectile, target_position, time,
m_gravity_constant, m_distance_tolerance);
return true;
}
[[nodiscard]]
bool is_projectile_reached_target(const Vector3<ArithmeticType>& target_position,
const Projectile<ArithmeticType>& projectile, const ArithmeticType pitch,
const ArithmeticType yaw, const ArithmeticType time) const noexcept
{
const auto yaw = EngineTrait::calc_direct_yaw_angle(
projectile.m_origin + projectile.m_launch_offset, target_position);
const auto projectile_position =
EngineTrait::predict_projectile_position(projectile, pitch, yaw, time, m_gravity_constant);