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Refine bullet tracing in FCS extension
Gradually increase simulation step as the projectile approaches the target and improve the calculation of the final bullet drop. Untested. (#65)
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@ -21,7 +21,6 @@
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#include <string>
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#define MAXELEVATION 20
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#define SIMULATIONSTEP 0.05
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#define MAXITERATIONS 120
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#define PRECISION 0.1
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#define RADIANS(X) (X / (180 / M_PI))
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@ -45,7 +44,7 @@ std::vector<std::string> splitString(std::string input) {
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}
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double traceBullet(double initSpeed, double airFriction, double angle, double angleTarget, double distance) {
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double velX, velY, posX, posY, posTargetX, posTargetY, velMag;
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double velX, velY, posX, posY, lastPosX, lastPosY, posTargetX, posTargetY, velMag;
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velX = cos(RADIANS(angle)) * initSpeed;
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velY = sin(RADIANS(angle)) * initSpeed;
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posX = 0;
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@ -53,18 +52,24 @@ double traceBullet(double initSpeed, double airFriction, double angle, double an
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posTargetX = cos(RADIANS(angleTarget)) * distance;
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posTargetY = sin(RADIANS(angleTarget)) * distance;
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double simulationStep = 0.05;
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int i = 0;
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while (i < MAXITERATIONS) {
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lastPosX = posX;
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lastPosY = posY;
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simulationStep = 0.1 - 0.049 * (posX / posTargetX);
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velMag = sqrt(pow(velX, 2) + pow(velY, 2));
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velX += SIMULATIONSTEP * (velX * velMag * airFriction);
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velY += SIMULATIONSTEP * (velY * velMag * airFriction - 9.81);
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posX += velX * SIMULATIONSTEP;
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posY += velY * SIMULATIONSTEP;
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velX += simulationStep * (velX * velMag * airFriction);
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velY += simulationStep * (velY * velMag * airFriction - 9.81);
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posX += velX * simulationStep;
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posY += velY * simulationStep;
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if (posX >= posTargetX) { break; }
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i++;
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}
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return posY - posTargetY;
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double coef = (posTargetX - lastPosX) / (posX - lastPosX);
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return (lastPosY + (posY - lastPosY) * coef) - posTargetY;
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}
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double getSolution(double initSpeed, double airFriction, double angleTarget, double distance) {
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