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18 Commits

Author SHA1 Message Date
b65de712db no message 2026-07-17 15:39:05 +02:00
f4d1f8f73b Bug fix 5.7 2026-05-06 17:52:27 +02:00
15e449a00c no message 2026-05-03 18:44:10 +02:00
1e1a29baef chore: ignore les binaires compilés
Ajoute Unreal/Plugins/*/Binaries/ et les patterns *.dll/*.pdb/*.exp/*.lib/*.exe/*.dylib au .gitignore, et retire de l'index les 22 binaires précédemment trackés. Évite de polluer le dépôt avec les artefacts de build régénérables.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-03 11:03:37 +02:00
b98d89c609 Fix ClientSideAim RPC spam from observer clients
Use GetLocalRole()==ROLE_AutonomousProxy instead of GetRemoteRole()==ROLE_Authority
to restrict the ClientAim/ShootRepCSA RPC path to the owning client only.
Observers (SimulatedProxy) early-out instead of attempting to send Server RPCs
on weapons they don't own, which was spamming "No owning connection" warnings
and doing useless work. Default ClientAimUpdateFrequency raised to 60 Hz.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-23 16:06:22 +02:00
f6a0cdc1c4 no message 2026-04-21 17:26:26 +02:00
97e8b709a0 binaries + python
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 08:48:39 +01:00
abd01c661a Merge pull request 'Add test file' (#1) from claude/vibrant-johnson into main
Reviewed-on: #1
2026-03-25 12:54:55 +00:00
81bb610459 Add test file
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-25 13:48:19 +01:00
58df608550 Fix penetration/ricochet bugs: division by zero, edge cases, incidence angle
P0 - Division by zero fixes:
- Clamp PhysMaterial->Density to min 0.001 before division
- Clamp MuzzleVelocity averages to min 1.0 in all divisions
- Clamp PhysMaterial->Restitution to [0, 1]

P1 - Edge case guards:
- Stop bullet immediately when velocity is near-zero (prevents NaN)
- Handle near-zero cross product at very shallow grazing angles
- Handle zero-length bounceAngle in ricochet calculation

P2 - Improvements:
- Fix typo: BlockTIme -> BlockTime
- Add incidence angle factor to penetration depth: grazing shots
  penetrate less (5% at ~5deg) while head-on shots get full depth

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 19:29:45 +01:00
ba6b35b3d9 binaries + python 2026-03-18 19:08:24 +01:00
1a5b107b1f Remove obsolete features: calibration, IMU shock sim, quadratic regression, HUD, aim stabilization
Remove ~920 lines of dead code:
- Calibration system (replaced by Python analyze_shots.py)
- IMU shock simulation (no longer needed for testing)
- Debug HUD overlay (values are in CSV logs instead)
- Debug line thickness property (fixed to 0)
- Quadratic regression anti-recoil mode (linear regression sufficient)
- AdaptiveMinSpeed property (optimized to 0, not useful)
- AimStabilization dead zone (smoothing done in Blueprint instead)

Remaining anti-recoil modes: Buffer, LinearExtrapolation,
WeightedLinearRegression, KalmanFilter, AdaptiveExtrapolation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 18:47:12 +01:00
cd097e4e55 Optimize adaptive extrapolation defaults from real-world test data
- Update defaults from test-driven optimization:
  BufferTime=200ms, DiscardTime=30ms, Sensitivity=3.0,
  DeadZone=0.95, MinSpeed=0.0, Damping=5.0
- Add ShotFired column to CSV recording for contamination analysis
- Rewrite Python optimizer with 6-parameter search (sensitivity,
  dead zone, min speed, damping, buffer time, discard time)
- Fix velocity weighting order bug in Python simulation
- Add dead zone, min speed threshold, and damping to Python sim
- Add shot contamination analysis (analyze_shots.py) to measure
  exact IMU perturbation duration per shot
- Support multi-file optimization with mean/worst_case strategies
- Add jitter and overshoot scoring metrics

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 18:33:14 +01:00
4e9c33778c binaries 2026-03-17 20:00:12 +01:00
48737b60c9 Tune adaptive extrapolation defaults, add AdaptiveMinSpeed property, fix debug visuals
- Add AdaptiveMinSpeed UPROPERTY (default 30 cm/s) to avoid false deceleration at low speeds
- Update default values: BufferTime=300ms, DiscardTime=40ms, Sensitivity=1.5, Damping=8.0
- Replace debug spheres with points to not obstruct aiming view
- Add detailed debug logs with [LOW]/[DZ]/[DEC] tags for dead zone diagnosis
- Convert buffer/discard time units to milliseconds
- Set AdaptiveExtrapolation as default AntiRecoil mode
- Fix DLL copy error handling in DinkeyPlugin and ViveVBS build scripts
- Add AimStabilization dead zone with smooth transition (no hard jumps)
- Add AimSmoothingSpeed property for temporal aim smoothing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 19:50:39 +01:00
83188b1fa1 no message 2026-03-16 18:27:00 +01:00
af723c944b Rework adaptive extrapolation: deceleration detection + dead zone + debug HUD
Replace variance-based confidence (caused constant lag) with targeted
deceleration detection: compares recent speed (last 25% of safe window)
to average speed. During steady movement ratio≈1 → zero lag.
Only reduces extrapolation when actual braking is detected.

- AdaptiveSensitivity: now a power exponent (0.1-5.0, default 1.0)
- AdaptiveDeadZone: new parameter (default 0.8) to ignore normal
  speed fluctuations and only react to real deceleration
- DebugAntiRecoilHUD: real-time display of ratio, confidence, speeds, errors
- EndPlay: auto-close CSV file when stopping play (no more locked files)
- Python script updated to match new deceleration-based algorithm

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 18:25:54 +01:00
fa257fb87b Add adaptive extrapolation mode, quadratic regression, CSV analysis tool
Anti-recoil prediction improvements:
- New ARM_AdaptiveExtrapolation mode: velocity variance-based confidence
  with separate pos/aim tracking and low-speed protection
- New ARM_WeightedLinearRegression mode: preserves original simple linear fit
- ARM_WeightedRegression upgraded to quadratic (y=a+bt+ct²) with
  linear/quadratic blend and velocity-reversal clamping
- ExtrapolationDamping parameter (all modes): exp decay on extrapolated velocity
- CSV recording (RecordPredictionCSV) for offline parameter tuning
- Python analysis tool (Tools/analyze_antirecoil.py) to find optimal
  AdaptiveSensitivity from recorded data

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 15:21:50 +01:00
36 changed files with 2288 additions and 56 deletions

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@@ -4,7 +4,35 @@
"Bash(find /c/ASTERION/GIT/PS_Ballistics/Unreal -name *.bat -o -name Generate*.sh -o -name *Generate*)",
"Bash(\"C:\\\\Program Files\\\\Epic Games\\\\UE_5.5\\\\Engine\\\\Build\\\\BatchFiles\\\\Build.bat\" PS_BallisticsEditor Win64 Development -Project=\"C:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\PS_Ballistics.uproject\" -WaitMutex -FromMsBuild)",
"Bash(\"C:\\\\Program Files\\\\Epic Games\\\\UE_5.5\\\\Engine\\\\Build\\\\BatchFiles\\\\Build.bat\" PS_BallisticsEditor Win64 Development -Project=\"C:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\PS_Ballistics.uproject\" -WaitMutex -FromMsBuild -NoLiveCoding)",
"Bash(\"C:\\\\Program Files\\\\Epic Games\\\\UE_5.5\\\\Engine\\\\Build\\\\BatchFiles\\\\Build.bat\" PS_BallisticsEditor Win64 Development -Project=\"C:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\PS_Ballistics.uproject\" -NoLiveCoding)"
"Bash(\"C:\\\\Program Files\\\\Epic Games\\\\UE_5.5\\\\Engine\\\\Build\\\\BatchFiles\\\\Build.bat\" PS_BallisticsEditor Win64 Development -Project=\"C:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\PS_Ballistics.uproject\" -NoLiveCoding)",
"Bash(grep -l \"Shoot\\\\|ClientAim\\\\|ShootRep\" \"E:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\Plugins\\\\PS_Ballistics\\\\Source\\\\EasyBallistics\\\\Private\"/*.cpp)",
"Bash(xargs grep:*)",
"Bash(ls Source/EasyBallistics/Private/*.cpp Source/EasyBallistics/Public/*.h)",
"Bash(powershell.exe -Command \"& ''''C:\\\\Program Files\\\\Epic Games\\\\UE_5.5\\\\Engine\\\\Build\\\\BatchFiles\\\\RunUAT.bat'''' BuildEditor -project=''''E:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Unreal\\\\PS_Ballistics.uproject'''' -notools -noP4 2>&1\")",
"Bash(python \"E:\\\\ASTERION\\\\GIT\\\\PS_Ballistics\\\\Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_150326.csv\")",
"Bash(python \"Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_150326.csv\")",
"Bash(python \"Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_153607.csv\")",
"Bash(python \"Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_160323.csv\")",
"Bash(python \"Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_164341.csv\")",
"Bash(python \"Tools\\\\analyze_antirecoil.py\" \"E:\\\\ASTERION\\\\SVN\\\\DEV\\\\PROSERVE_UE_5_5\\\\Saved\\\\Logs\\\\AntiRecoil_20260316_170543.csv\")",
"Bash(find C:ASTERIONSVNDEVPROSERVE_UE_5_5Plugins -type f \\\\\\(-name *.cpp -o -name *.h \\\\\\))",
"Bash(git add:*)",
"Bash(git commit:*)",
"Bash(find E:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved -name AntiRecoil* -type f)",
"Bash(python analyze_antirecoil.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_140946.csv\" --grid)",
"Bash(python analyze_antirecoil.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_140946.csv\" \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_141329.csv\")",
"Bash(python analyze_antirecoil.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_140946.csv\" \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_141329.csv\" --grid)",
"Bash(python analyze_antirecoil.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_140946.csv\" \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_141329.csv\" --grid --strategy worst_case)",
"Bash(python analyze_antirecoil.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_162726.csv\" \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_162234.csv\" --grid --strategy worst_case)",
"Bash(python analyze_shots.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_162726.csv\")",
"Bash(python analyze_shots.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_163533.csv\")",
"Bash(python analyze_shots.py \"C:/ASTERION/SVN/DEV/PROSERVE_UE_5_5/Saved/Logs/AntiRecoil_20260318_181404.csv\")",
"Bash(python -c \":*)",
"Bash(git -C C:/ASTERION/GIT/PS_Ballistics status --short)",
"Bash(git -C C:/ASTERION/GIT/PS_Ballistics ls-files)",
"Bash(grep -iE \"\\\\.\\(dll|pdb|exp|lib|exe|dylib|so|a|o\\)$\")",
"Bash(git -C C:/ASTERION/GIT/PS_Ballistics add .gitignore)",
"Bash(git -C C:/ASTERION/GIT/PS_Ballistics commit -m ' *)"
]
}
}

14
.gitignore vendored
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@@ -3,5 +3,19 @@ Unreal/.vs/
Unreal/Binaries/
Unreal/Intermediate/
Unreal/Plugins/EasyBallistics/Intermediate/
Unreal/Plugins/EasyBallistics/Binaries/
Unreal/Saved/
Unreal/Plugins/PS_Ballistics/Intermediate/
Unreal/Plugins/PS_Ballistics/Binaries/
# Binaires compilés
*.dll
*.exp
*.pdb
*.lib
*.obj
*.exe
*.so
*.dylib
*.a
*.o

1
Bind to PROSERVE.bat Normal file
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@@ -0,0 +1 @@
powershell -Command "New-Item -ItemType Junction -Path 'E:\ASTERION\SVN\DEV\PROSERVE_UE_5_5\Plugins\PS_Ballistics' -Target 'E:\ASTERION\GIT\PS_Ballistics\Unreal\Plugins\PS_Ballistics'"

Binary file not shown.

Binary file not shown.

779
Tools/analyze_antirecoil.py Normal file
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@@ -0,0 +1,779 @@
"""
Anti-Recoil Parameter Optimizer
================================
Reads CSV files recorded by the EBBarrel CSV recording feature and finds
optimal parameters for the Adaptive Extrapolation mode.
Usage:
python analyze_antirecoil.py <csv_file> [csv_file2 ...] [options]
Options:
--plot Generate comparison plots (requires matplotlib)
--grid Use grid search instead of differential evolution
--strategy <s> Multi-file aggregation: mean (default), worst_case
--max-iter <n> Max optimizer iterations (default: 200)
The script:
1. Loads per-frame data (real position/aim vs predicted position/aim)
2. Simulates adaptive extrapolation offline (matching C++ exactly)
3. Optimizes all 4 parameters: Sensitivity, DeadZone, MinSpeed, Damping
4. Reports recommended parameters with per-file breakdown
"""
import csv
import sys
import math
import os
import argparse
from dataclasses import dataclass
from typing import List, Tuple, Optional
@dataclass
class Frame:
timestamp: float
real_pos: Tuple[float, float, float]
real_aim: Tuple[float, float, float]
pred_pos: Tuple[float, float, float]
pred_aim: Tuple[float, float, float]
safe_count: int
buffer_count: int
extrap_time: float
shot_fired: bool = False
@dataclass
class AdaptiveParams:
sensitivity: float = 3.0
dead_zone: float = 0.95
min_speed: float = 0.0
damping: float = 5.0
buffer_time_ms: float = 200.0
discard_time_ms: float = 30.0
@dataclass
class ScoreResult:
pos_mean: float
pos_p95: float
aim_mean: float
aim_p95: float
jitter: float
overshoot: float
score: float
def load_csv(path: str) -> List[Frame]:
frames = []
with open(path, 'r') as f:
reader = csv.DictReader(f)
has_shot_col = False
for row in reader:
if not has_shot_col and 'ShotFired' in row:
has_shot_col = True
frames.append(Frame(
timestamp=float(row['Timestamp']),
real_pos=(float(row['RealPosX']), float(row['RealPosY']), float(row['RealPosZ'])),
real_aim=(float(row['RealAimX']), float(row['RealAimY']), float(row['RealAimZ'])),
pred_pos=(float(row['PredPosX']), float(row['PredPosY']), float(row['PredPosZ'])),
pred_aim=(float(row['PredAimX']), float(row['PredAimY']), float(row['PredAimZ'])),
safe_count=int(row['SafeCount']),
buffer_count=int(row['BufferCount']),
extrap_time=float(row['ExtrapolationTime']),
shot_fired=int(row.get('ShotFired', 0)) == 1,
))
return frames
# --- Vector math helpers ---
def vec_dist(a, b):
return math.sqrt(sum((ai - bi) ** 2 for ai, bi in zip(a, b)))
def vec_sub(a, b):
return tuple(ai - bi for ai, bi in zip(a, b))
def vec_add(a, b):
return tuple(ai + bi for ai, bi in zip(a, b))
def vec_scale(a, s):
return tuple(ai * s for ai in a)
def vec_len(a):
return math.sqrt(sum(ai * ai for ai in a))
def vec_normalize(a):
l = vec_len(a)
if l < 1e-10:
return (0, 0, 0)
return tuple(ai / l for ai in a)
def angle_between(a, b):
"""Angle in degrees between two direction vectors."""
dot = sum(ai * bi for ai, bi in zip(a, b))
dot = max(-1.0, min(1.0, dot))
return math.degrees(math.acos(dot))
# --- Prediction error from recorded data ---
def compute_prediction_error(frames: List[Frame]) -> dict:
"""Compute error between predicted and actual (real) positions/aims."""
pos_errors = []
aim_errors = []
for f in frames:
pos_err = vec_dist(f.pred_pos, f.real_pos)
pos_errors.append(pos_err)
aim_a = vec_normalize(f.pred_aim)
aim_b = vec_normalize(f.real_aim)
if vec_len(aim_a) > 0.5 and vec_len(aim_b) > 0.5:
aim_err = angle_between(aim_a, aim_b)
aim_errors.append(aim_err)
if not pos_errors:
return {'pos_mean': 0, 'pos_p95': 0, 'pos_max': 0, 'aim_mean': 0, 'aim_p95': 0, 'aim_max': 0}
pos_errors.sort()
aim_errors.sort()
p95_idx_pos = int(len(pos_errors) * 0.95)
p95_idx_aim = int(len(aim_errors) * 0.95) if aim_errors else 0
return {
'pos_mean': sum(pos_errors) / len(pos_errors),
'pos_p95': pos_errors[min(p95_idx_pos, len(pos_errors) - 1)],
'pos_max': pos_errors[-1],
'aim_mean': sum(aim_errors) / len(aim_errors) if aim_errors else 0,
'aim_p95': aim_errors[min(p95_idx_aim, len(aim_errors) - 1)] if aim_errors else 0,
'aim_max': aim_errors[-1] if aim_errors else 0,
}
# --- Shot contamination analysis ---
def analyze_shot_contamination(frames: List[Frame], analysis_window_ms: float = 200.0):
"""
Analyze how shots contaminate the tracking data.
For each shot, measure the velocity/acceleration spike and how long it takes
to return to baseline. This tells us the minimum discard_time needed.
Returns a dict with analysis results, or None if no shots found.
"""
shot_indices = [i for i, f in enumerate(frames) if f.shot_fired]
if not shot_indices:
return None
analysis_window_s = analysis_window_ms / 1000.0
# Compute per-frame speeds
speeds = [0.0]
for i in range(1, len(frames)):
dt = frames[i].timestamp - frames[i - 1].timestamp
if dt > 1e-6:
d = vec_dist(frames[i].real_pos, frames[i - 1].real_pos)
speeds.append(d / dt)
else:
speeds.append(speeds[-1] if speeds else 0.0)
# For each shot, measure the speed profile before and after
contamination_durations = []
speed_spikes = []
for si in shot_indices:
# Baseline speed: average speed in 100ms BEFORE the shot
baseline_speeds = []
for j in range(si - 1, -1, -1):
if frames[si].timestamp - frames[j].timestamp > 0.1:
break
baseline_speeds.append(speeds[j])
if not baseline_speeds:
continue
baseline_mean = sum(baseline_speeds) / len(baseline_speeds)
baseline_std = math.sqrt(sum((s - baseline_mean) ** 2 for s in baseline_speeds) / len(baseline_speeds)) if len(baseline_speeds) > 1 else baseline_mean * 0.1
# Threshold: speed is "contaminated" if it deviates by more than 3 sigma from baseline
threshold = baseline_mean + max(3.0 * baseline_std, 10.0) # at least 10 cm/s spike
# Find how long after the shot the speed stays above threshold
max_speed = 0.0
last_contaminated_time = 0.0
for j in range(si, len(frames)):
dt_from_shot = frames[j].timestamp - frames[si].timestamp
if dt_from_shot > analysis_window_s:
break
if speeds[j] > threshold:
last_contaminated_time = dt_from_shot
if speeds[j] > max_speed:
max_speed = speeds[j]
contamination_durations.append(last_contaminated_time * 1000.0) # in ms
speed_spikes.append(max_speed - baseline_mean)
if not contamination_durations:
return None
contamination_durations.sort()
return {
'num_shots': len(shot_indices),
'contamination_mean_ms': sum(contamination_durations) / len(contamination_durations),
'contamination_p95_ms': contamination_durations[int(len(contamination_durations) * 0.95)],
'contamination_max_ms': contamination_durations[-1],
'speed_spike_mean': sum(speed_spikes) / len(speed_spikes) if speed_spikes else 0,
'speed_spike_max': max(speed_spikes) if speed_spikes else 0,
'recommended_discard_ms': math.ceil(contamination_durations[int(len(contamination_durations) * 0.95)] / 5.0) * 5.0, # round up to 5ms
}
# --- Offline adaptive extrapolation simulation (matches C++ exactly) ---
def simulate_adaptive(frames: List[Frame], params: AdaptiveParams) -> Tuple[List[float], List[float]]:
"""
Simulate the adaptive extrapolation offline with given parameters.
Matches the C++ PredictAdaptiveExtrapolation algorithm exactly.
Optimized for speed: pre-extracts arrays, inlines math, avoids allocations.
"""
pos_errors = []
aim_errors = []
n_frames = len(frames)
if n_frames < 4:
return pos_errors, aim_errors
# Pre-extract into flat arrays for speed
ts = [f.timestamp for f in frames]
px = [f.real_pos[0] for f in frames]
py = [f.real_pos[1] for f in frames]
pz = [f.real_pos[2] for f in frames]
ax = [f.real_aim[0] for f in frames]
ay = [f.real_aim[1] for f in frames]
az = [f.real_aim[2] for f in frames]
buffer_s = params.buffer_time_ms / 1000.0
discard_s = params.discard_time_ms / 1000.0
sensitivity = params.sensitivity
dead_zone = params.dead_zone
min_speed = params.min_speed
damping = params.damping
SMALL = 1e-10
_sqrt = math.sqrt
_exp = math.exp
_acos = math.acos
_degrees = math.degrees
_pow = pow
for i in range(2, n_frames - 1):
ct = ts[i]
safe_cutoff = ct - discard_s
oldest_allowed = ct - buffer_s
# Collect safe sample indices (backward scan, then reverse)
safe = []
for j in range(i, -1, -1):
t = ts[j]
if t < oldest_allowed:
break
if t <= safe_cutoff:
safe.append(j)
safe.reverse()
ns = len(safe)
if ns < 2:
continue
# Build velocity pairs inline
vpx = []; vpy = []; vpz = []
vax = []; vay = []; vaz = []
for k in range(1, ns):
p, c = safe[k - 1], safe[k]
dt = ts[c] - ts[p]
if dt > 1e-6:
inv_dt = 1.0 / dt
vpx.append((px[c] - px[p]) * inv_dt)
vpy.append((py[c] - py[p]) * inv_dt)
vpz.append((pz[c] - pz[p]) * inv_dt)
vax.append((ax[c] - ax[p]) * inv_dt)
vay.append((ay[c] - ay[p]) * inv_dt)
vaz.append((az[c] - az[p]) * inv_dt)
nv = len(vpx)
if nv < 2:
continue
# Weighted average velocity (quadratic weights, oldest=index 0)
tw = 0.0
apx = apy = apz = 0.0
aax = aay = aaz = 0.0
for k in range(nv):
w = (k + 1) * (k + 1)
apx += vpx[k] * w; apy += vpy[k] * w; apz += vpz[k] * w
aax += vax[k] * w; aay += vay[k] * w; aaz += vaz[k] * w
tw += w
inv_tw = 1.0 / tw
apx *= inv_tw; apy *= inv_tw; apz *= inv_tw
aax *= inv_tw; aay *= inv_tw; aaz *= inv_tw
# Recent velocity (last 25%, unweighted)
rs = max(0, nv - max(1, nv // 4))
rc = nv - rs
rpx = rpy = rpz = 0.0
rax = ray = raz = 0.0
for k in range(rs, nv):
rpx += vpx[k]; rpy += vpy[k]; rpz += vpz[k]
rax += vax[k]; ray += vay[k]; raz += vaz[k]
inv_rc = 1.0 / rc
rpx *= inv_rc; rpy *= inv_rc; rpz *= inv_rc
rax *= inv_rc; ray *= inv_rc; raz *= inv_rc
avg_ps = _sqrt(apx*apx + apy*apy + apz*apz)
avg_as = _sqrt(aax*aax + aay*aay + aaz*aaz)
rec_ps = _sqrt(rpx*rpx + rpy*rpy + rpz*rpz)
rec_as = _sqrt(rax*rax + ray*ray + raz*raz)
# Position confidence
pc = 1.0
if avg_ps > min_speed:
ratio = rec_ps / avg_ps
if ratio > 1.0: ratio = 1.0
if ratio < dead_zone:
rm = ratio / dead_zone if dead_zone > SMALL else 0.0
if rm > 1.0: rm = 1.0
pc = _pow(rm, sensitivity)
# Aim confidence
ac = 1.0
if avg_as > min_speed:
ratio = rec_as / avg_as
if ratio > 1.0: ratio = 1.0
if ratio < dead_zone:
rm = ratio / dead_zone if dead_zone > SMALL else 0.0
if rm > 1.0: rm = 1.0
ac = _pow(rm, sensitivity)
# Extrapolation time
lsi = safe[-1]
edt = ct - ts[lsi]
if edt <= 0: edt = 0.011
# Damping
ds = _exp(-damping * edt) if damping > 0.0 else 1.0
# Predict
m = edt * pc * ds
ppx = px[lsi] + apx * m
ppy = py[lsi] + apy * m
ppz = pz[lsi] + apz * m
ma = edt * ac * ds
pax_r = ax[lsi] + aax * ma
pay_r = ay[lsi] + aay * ma
paz_r = az[lsi] + aaz * ma
pa_len = _sqrt(pax_r*pax_r + pay_r*pay_r + paz_r*paz_r)
# Position error
dx = ppx - px[i]; dy = ppy - py[i]; dz = ppz - pz[i]
pos_errors.append(_sqrt(dx*dx + dy*dy + dz*dz))
# Aim error
if pa_len > 0.5:
inv_pa = 1.0 / pa_len
pax_n = pax_r * inv_pa; pay_n = pay_r * inv_pa; paz_n = paz_r * inv_pa
ra_len = _sqrt(ax[i]*ax[i] + ay[i]*ay[i] + az[i]*az[i])
if ra_len > 0.5:
inv_ra = 1.0 / ra_len
dot = pax_n * ax[i] * inv_ra + pay_n * ay[i] * inv_ra + paz_n * az[i] * inv_ra
if dot > 1.0: dot = 1.0
if dot < -1.0: dot = -1.0
aim_errors.append(_degrees(_acos(dot)))
return pos_errors, aim_errors
# --- Scoring ---
def compute_score(pos_errors: List[float], aim_errors: List[float]) -> ScoreResult:
"""Compute a combined score from position and aim errors, including stability metrics."""
if not pos_errors:
return ScoreResult(0, 0, 0, 0, 0, 0, float('inf'))
pos_sorted = sorted(pos_errors)
aim_sorted = sorted(aim_errors) if aim_errors else [0]
pos_mean = sum(pos_errors) / len(pos_errors)
pos_p95 = pos_sorted[int(len(pos_sorted) * 0.95)]
aim_mean = sum(aim_errors) / len(aim_errors) if aim_errors else 0
aim_p95 = aim_sorted[int(len(aim_sorted) * 0.95)] if aim_errors else 0
# Jitter: standard deviation of frame-to-frame error change
jitter = 0.0
if len(pos_errors) > 1:
deltas = [abs(pos_errors[i] - pos_errors[i - 1]) for i in range(1, len(pos_errors))]
delta_mean = sum(deltas) / len(deltas)
jitter = math.sqrt(sum((d - delta_mean) ** 2 for d in deltas) / len(deltas))
# Overshoot: percentage of frames where error spikes above 2x mean
overshoot = 0.0
if pos_mean > 0:
overshoot_count = sum(1 for e in pos_errors if e > 2.0 * pos_mean)
overshoot = overshoot_count / len(pos_errors)
# Combined score
score = (pos_mean * 0.25 + pos_p95 * 0.15 +
aim_mean * 0.25 + aim_p95 * 0.15 +
jitter * 0.10 + overshoot * 0.10)
return ScoreResult(pos_mean, pos_p95, aim_mean, aim_p95, jitter, overshoot, score)
def aggregate_scores(per_file_scores: List[Tuple[str, ScoreResult]],
strategy: str = "mean") -> float:
"""Aggregate scores across multiple files."""
scores = [s.score for _, s in per_file_scores]
if not scores:
return float('inf')
if strategy == "worst_case":
return max(scores)
else: # mean
return sum(scores) / len(scores)
# --- Optimizer ---
def objective(x, all_frames, strategy):
"""Objective function for the optimizer."""
params = AdaptiveParams(
sensitivity=x[0],
dead_zone=x[1],
min_speed=x[2],
damping=x[3],
buffer_time_ms=x[4],
discard_time_ms=x[5]
)
per_file_scores = []
for name, frames in all_frames:
pos_errors, aim_errors = simulate_adaptive(frames, params)
score_result = compute_score(pos_errors, aim_errors)
per_file_scores.append((name, score_result))
return aggregate_scores(per_file_scores, strategy)
def optimize_differential_evolution(all_frames, strategy="mean", max_iter=200, min_discard_ms=10.0):
"""Find optimal parameters using scipy differential evolution."""
try:
from scipy.optimize import differential_evolution
except ImportError:
print("ERROR: scipy is required for optimization.")
print("Install with: pip install scipy")
sys.exit(1)
bounds = [
(0.1, 5.0), # sensitivity
(0.0, 0.95), # dead_zone
(0.0, 200.0), # min_speed
(0.0, 50.0), # damping
(100.0, 500.0), # buffer_time_ms
(max(10.0, min_discard_ms), 100.0), # discard_time_ms (floor from contamination analysis)
]
print(f"\nRunning differential evolution (maxiter={max_iter}, popsize=25, min_discard={min_discard_ms:.0f}ms)...")
print("This may take a few minutes...\n")
result = differential_evolution(
objective,
bounds,
args=(all_frames, strategy),
maxiter=max_iter,
seed=42,
tol=1e-4,
popsize=25,
disp=True,
workers=1
)
best_params = AdaptiveParams(
sensitivity=round(result.x[0], 2),
dead_zone=round(result.x[1], 3),
min_speed=round(result.x[2], 1),
damping=round(result.x[3], 1),
buffer_time_ms=round(result.x[4], 0),
discard_time_ms=round(result.x[5], 0)
)
return best_params, result.fun
def optimize_grid_search(all_frames, strategy="mean", min_discard_ms=10.0):
"""Find optimal parameters using grid search (slower but no scipy needed)."""
print(f"\nRunning grid search over 6 parameters (min_discard={min_discard_ms:.0f}ms)...")
sensitivities = [1.0, 2.0, 3.0, 4.0]
dead_zones = [0.7, 0.8, 0.9]
min_speeds = [0.0, 30.0]
dampings = [5.0, 10.0, 15.0]
buffer_times = [300.0, 400.0, 500.0, 600.0, 800.0]
discard_times = [d for d in [20.0, 40.0, 60.0, 100.0, 150.0, 200.0] if d >= min_discard_ms]
if not discard_times:
discard_times = [min_discard_ms]
total = (len(sensitivities) * len(dead_zones) * len(min_speeds) *
len(dampings) * len(buffer_times) * len(discard_times))
print(f"Total combinations: {total}")
best_score = float('inf')
best_params = AdaptiveParams()
count = 0
for sens in sensitivities:
for dz in dead_zones:
for ms in min_speeds:
for damp in dampings:
for bt in buffer_times:
for dt in discard_times:
count += 1
if count % 500 == 0:
print(f" Progress: {count}/{total} ({100 * count / total:.0f}%) best={best_score:.4f}")
params = AdaptiveParams(sens, dz, ms, damp, bt, dt)
per_file_scores = []
for name, frames in all_frames:
pos_errors, aim_errors = simulate_adaptive(frames, params)
score_result = compute_score(pos_errors, aim_errors)
per_file_scores.append((name, score_result))
score = aggregate_scores(per_file_scores, strategy)
if score < best_score:
best_score = score
best_params = params
return best_params, best_score
# --- Main ---
def print_file_stats(name: str, frames: List[Frame]):
"""Print basic stats for a CSV file."""
duration = frames[-1].timestamp - frames[0].timestamp
avg_fps = len(frames) / duration if duration > 0 else 0
avg_safe = sum(f.safe_count for f in frames) / len(frames)
avg_buffer = sum(f.buffer_count for f in frames) / len(frames)
avg_extrap = sum(f.extrap_time for f in frames) / len(frames) * 1000
num_shots = sum(1 for f in frames if f.shot_fired)
print(f" {os.path.basename(name)}: {len(frames)} frames, {avg_fps:.0f}fps, "
f"{duration:.1f}s, safe={avg_safe:.1f}, extrap={avg_extrap:.1f}ms, shots={num_shots}")
def print_score_detail(name: str, score: ScoreResult):
"""Print detailed score for a file."""
print(f" {os.path.basename(name):30s} Pos: mean={score.pos_mean:.3f}cm p95={score.pos_p95:.3f}cm | "
f"Aim: mean={score.aim_mean:.3f}deg p95={score.aim_p95:.3f}deg | "
f"jitter={score.jitter:.3f} overshoot={score.overshoot:.1%} | "
f"score={score.score:.4f}")
def main():
parser = argparse.ArgumentParser(
description="Anti-Recoil Parameter Optimizer - finds optimal AdaptiveExtrapolation parameters"
)
parser.add_argument("csv_files", nargs="+", help="One or more CSV recording files")
parser.add_argument("--plot", action="store_true", help="Generate comparison plots (requires matplotlib)")
parser.add_argument("--grid", action="store_true", help="Use grid search instead of differential evolution")
parser.add_argument("--strategy", choices=["mean", "worst_case"], default="mean",
help="Multi-file score aggregation strategy (default: mean)")
parser.add_argument("--max-iter", type=int, default=200, help="Max optimizer iterations (default: 200)")
args = parser.parse_args()
# Load all CSV files
all_frames = []
for csv_path in args.csv_files:
if not os.path.exists(csv_path):
print(f"Error: File not found: {csv_path}")
sys.exit(1)
frames = load_csv(csv_path)
if len(frames) < 50:
print(f"Warning: {csv_path} has only {len(frames)} frames (need at least 50 for good results)")
all_frames.append((csv_path, frames))
print(f"\nLoaded {len(all_frames)} file(s)")
print("=" * 70)
# Per-file stats
print("\n=== FILE STATISTICS ===")
for name, frames in all_frames:
print_file_stats(name, frames)
# Shot contamination analysis
has_shots = any(any(f.shot_fired for f in frames) for _, frames in all_frames)
if has_shots:
print("\n=== SHOT CONTAMINATION ANALYSIS ===")
max_recommended_discard = 0.0
for name, frames in all_frames:
result = analyze_shot_contamination(frames)
if result:
print(f" {os.path.basename(name)}:")
print(f" Shots detected: {result['num_shots']}")
print(f" Speed spike: mean={result['speed_spike_mean']:.1f} cm/s, max={result['speed_spike_max']:.1f} cm/s")
print(f" Contamination duration: mean={result['contamination_mean_ms']:.1f}ms, "
f"p95={result['contamination_p95_ms']:.1f}ms, max={result['contamination_max_ms']:.1f}ms")
print(f" Recommended discard_time: >= {result['recommended_discard_ms']:.0f}ms")
max_recommended_discard = max(max_recommended_discard, result['recommended_discard_ms'])
else:
print(f" {os.path.basename(name)}: no shots detected")
if max_recommended_discard > 0:
print(f"\n >>> MINIMUM SAFE DiscardTime across all files: {max_recommended_discard:.0f}ms <<<")
else:
print("\n (No ShotFired data in CSV - record with updated plugin to get contamination analysis)")
# Baseline: current default parameters
default_params = AdaptiveParams()
print(f"\n=== BASELINE (defaults: sens={default_params.sensitivity}, dz={default_params.dead_zone}, "
f"minspd={default_params.min_speed}, damp={default_params.damping}, "
f"buf={default_params.buffer_time_ms}ms, disc={default_params.discard_time_ms}ms) ===")
baseline_scores = []
for name, frames in all_frames:
pos_errors, aim_errors = simulate_adaptive(frames, default_params)
score = compute_score(pos_errors, aim_errors)
baseline_scores.append((name, score))
print_score_detail(name, score)
baseline_agg = aggregate_scores(baseline_scores, args.strategy)
print(f"\n Aggregate score ({args.strategy}): {baseline_agg:.4f}")
# Also show recorded prediction error (as-is from the engine)
print(f"\n=== RECORDED PREDICTION ERROR (as captured in-engine) ===")
for name, frames in all_frames:
err = compute_prediction_error(frames)
print(f" {os.path.basename(name):30s} Pos: mean={err['pos_mean']:.3f}cm p95={err['pos_p95']:.3f}cm | "
f"Aim: mean={err['aim_mean']:.3f}deg p95={err['aim_p95']:.3f}deg")
# Compute minimum safe discard time from shot contamination analysis
min_discard_ms = 10.0 # absolute minimum
if has_shots:
for name, frames in all_frames:
result = analyze_shot_contamination(frames)
if result and result['recommended_discard_ms'] > min_discard_ms:
min_discard_ms = result['recommended_discard_ms']
# Optimize
print(f"\n=== OPTIMIZATION ({args.strategy}) ===")
if args.grid:
best_params, best_score = optimize_grid_search(all_frames, args.strategy, min_discard_ms)
else:
best_params, best_score = optimize_differential_evolution(all_frames, args.strategy, args.max_iter, min_discard_ms)
# Results
print(f"\n{'=' * 70}")
print(f" BEST PARAMETERS FOUND:")
print(f" AdaptiveSensitivity = {best_params.sensitivity}")
print(f" AdaptiveDeadZone = {best_params.dead_zone}")
print(f" AdaptiveMinSpeed = {best_params.min_speed}")
print(f" ExtrapolationDamping = {best_params.damping}")
print(f" AntiRecoilBufferTimeMs = {best_params.buffer_time_ms}")
print(f" AntiRecoilDiscardTimeMs= {best_params.discard_time_ms}")
print(f"{'=' * 70}")
# Per-file breakdown with optimized params
print(f"\n=== OPTIMIZED RESULTS ===")
opt_scores = []
for name, frames in all_frames:
pos_errors, aim_errors = simulate_adaptive(frames, best_params)
score = compute_score(pos_errors, aim_errors)
opt_scores.append((name, score))
print_score_detail(name, score)
opt_agg = aggregate_scores(opt_scores, args.strategy)
print(f"\n Aggregate score ({args.strategy}): {opt_agg:.4f}")
# Improvement
print(f"\n=== IMPROVEMENT vs BASELINE ===")
for (name, baseline), (_, optimized) in zip(baseline_scores, opt_scores):
pos_pct = ((baseline.pos_mean - optimized.pos_mean) / baseline.pos_mean * 100) if baseline.pos_mean > 0 else 0
aim_pct = ((baseline.aim_mean - optimized.aim_mean) / baseline.aim_mean * 100) if baseline.aim_mean > 0 else 0
score_pct = ((baseline.score - optimized.score) / baseline.score * 100) if baseline.score > 0 else 0
print(f" {os.path.basename(name):30s} Pos: {pos_pct:+.1f}% | Aim: {aim_pct:+.1f}% | Score: {score_pct:+.1f}%")
total_pct = ((baseline_agg - opt_agg) / baseline_agg * 100) if baseline_agg > 0 else 0
print(f" {'TOTAL':30s} Score: {total_pct:+.1f}%")
# Plotting
if args.plot:
try:
import matplotlib.pyplot as plt
n_files = len(all_frames)
fig, axes = plt.subplots(n_files, 3, figsize=(18, 5 * n_files), squeeze=False)
for row, (name, frames) in enumerate(all_frames):
timestamps = [f.timestamp - frames[0].timestamp for f in frames]
short_name = os.path.basename(name)
# Baseline errors
bl_pos, bl_aim = simulate_adaptive(frames, default_params)
# Optimized errors
op_pos, op_aim = simulate_adaptive(frames, best_params)
# Time axis for simulated errors (offset by window_size)
t_start = window_size = 12
sim_timestamps = [frames[i].timestamp - frames[0].timestamp
for i in range(t_start + 1, t_start + 1 + len(bl_pos))]
# Position error
ax = axes[row][0]
if len(sim_timestamps) == len(bl_pos):
ax.plot(sim_timestamps, bl_pos, 'r-', alpha=0.4, linewidth=0.5, label='Baseline')
ax.plot(sim_timestamps, op_pos, 'g-', alpha=0.4, linewidth=0.5, label='Optimized')
ax.set_ylabel('Position Error (cm)')
ax.set_title(f'{short_name} - Position Error')
ax.legend()
# Aim error
ax = axes[row][1]
if len(sim_timestamps) >= len(bl_aim):
t_aim = sim_timestamps[:len(bl_aim)]
ax.plot(t_aim, bl_aim, 'r-', alpha=0.4, linewidth=0.5, label='Baseline')
if len(sim_timestamps) >= len(op_aim):
t_aim = sim_timestamps[:len(op_aim)]
ax.plot(t_aim, op_aim, 'g-', alpha=0.4, linewidth=0.5, label='Optimized')
ax.set_ylabel('Aim Error (deg)')
ax.set_title(f'{short_name} - Aim Error')
ax.legend()
# Speed profile
ax = axes[row][2]
speeds = [0]
for i in range(1, len(frames)):
dt = frames[i].timestamp - frames[i - 1].timestamp
if dt > 1e-6:
d = vec_dist(frames[i].real_pos, frames[i - 1].real_pos)
speeds.append(d / dt)
else:
speeds.append(speeds[-1])
ax.plot(timestamps, speeds, 'b-', alpha=0.7, linewidth=0.5)
ax.set_ylabel('Speed (cm/s)')
ax.set_xlabel('Time (s)')
ax.set_title(f'{short_name} - Speed Profile')
plt.tight_layout()
plot_path = args.csv_files[0].replace('.csv', '_optimizer.png')
plt.savefig(plot_path, dpi=150)
print(f"\nPlot saved: {plot_path}")
plt.show()
except ImportError:
print("\nmatplotlib not installed. Install with: pip install matplotlib")
print("\nDone.")
if __name__ == '__main__':
main()

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Tools/analyze_shots.py Normal file
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"""
Shot Contamination Analyzer
============================
Analyzes the precise contamination zone around each shot event.
Shows speed/acceleration profiles before and after each shot to identify
the exact duration of IMU perturbation vs voluntary movement.
Usage:
python analyze_shots.py <csv_file> [--plot] [--window 100]
Protocol for best results:
1. Stay stable (no movement) for 2-3 seconds
2. Fire a single shot
3. Stay stable again for 2-3 seconds
4. Repeat 10+ times
This isolates the IMU shock from voluntary movement.
"""
import csv
import sys
import math
import os
import argparse
from dataclasses import dataclass
from typing import List, Tuple
@dataclass
class Frame:
timestamp: float
real_pos: Tuple[float, float, float]
real_aim: Tuple[float, float, float]
pred_pos: Tuple[float, float, float]
pred_aim: Tuple[float, float, float]
safe_count: int
buffer_count: int
extrap_time: float
shot_fired: bool = False
def load_csv(path: str) -> List[Frame]:
frames = []
with open(path, 'r') as f:
reader = csv.DictReader(f)
for row in reader:
frames.append(Frame(
timestamp=float(row['Timestamp']),
real_pos=(float(row['RealPosX']), float(row['RealPosY']), float(row['RealPosZ'])),
real_aim=(float(row['RealAimX']), float(row['RealAimY']), float(row['RealAimZ'])),
pred_pos=(float(row['PredPosX']), float(row['PredPosY']), float(row['PredPosZ'])),
pred_aim=(float(row['PredAimX']), float(row['PredAimY']), float(row['PredAimZ'])),
safe_count=int(row['SafeCount']),
buffer_count=int(row['BufferCount']),
extrap_time=float(row['ExtrapolationTime']),
shot_fired=int(row.get('ShotFired', 0)) == 1,
))
return frames
def vec_dist(a, b):
return math.sqrt(sum((ai - bi) ** 2 for ai, bi in zip(a, b)))
def vec_sub(a, b):
return tuple(ai - bi for ai, bi in zip(a, b))
def vec_len(a):
return math.sqrt(sum(ai * ai for ai in a))
def vec_normalize(a):
l = vec_len(a)
if l < 1e-10:
return (0, 0, 0)
return tuple(ai / l for ai in a)
def angle_between(a, b):
dot = sum(ai * bi for ai, bi in zip(a, b))
dot = max(-1.0, min(1.0, dot))
return math.degrees(math.acos(dot))
def compute_per_frame_metrics(frames):
"""Compute speed, acceleration, and aim angular speed per frame."""
n = len(frames)
pos_speed = [0.0] * n
aim_speed = [0.0] * n
pos_accel = [0.0] * n
for i in range(1, n):
dt = frames[i].timestamp - frames[i - 1].timestamp
if dt > 1e-6:
pos_speed[i] = vec_dist(frames[i].real_pos, frames[i - 1].real_pos) / dt
aim_a = vec_normalize(frames[i].real_aim)
aim_b = vec_normalize(frames[i - 1].real_aim)
if vec_len(aim_a) > 0.5 and vec_len(aim_b) > 0.5:
aim_speed[i] = angle_between(aim_a, aim_b) / dt # deg/s
for i in range(1, n):
dt = frames[i].timestamp - frames[i - 1].timestamp
if dt > 1e-6:
pos_accel[i] = (pos_speed[i] - pos_speed[i - 1]) / dt
return pos_speed, aim_speed, pos_accel
def analyze_single_shot(frames, shot_idx, pos_speed, aim_speed, pos_accel, window_ms=200.0):
"""Analyze contamination around a single shot event."""
window_s = window_ms / 1000.0
shot_time = frames[shot_idx].timestamp
# Collect frames in window before and after shot
before = [] # (time_relative_ms, pos_speed, aim_speed, pos_accel)
after = []
for i in range(max(0, shot_idx - 100), min(len(frames), shot_idx + 100)):
dt_ms = (frames[i].timestamp - shot_time) * 1000.0
if -window_ms <= dt_ms < 0:
before.append((dt_ms, pos_speed[i], aim_speed[i], pos_accel[i]))
elif dt_ms >= 0 and dt_ms <= window_ms:
after.append((dt_ms, pos_speed[i], aim_speed[i], pos_accel[i]))
if not before:
return None
# Baseline: average speed in the window before the shot
baseline_pos_speed = sum(s for _, s, _, _ in before) / len(before)
baseline_aim_speed = sum(s for _, _, s, _ in before) / len(before)
baseline_pos_std = math.sqrt(sum((s - baseline_pos_speed) ** 2 for _, s, _, _ in before) / len(before)) if len(before) > 1 else 0.0
baseline_aim_std = math.sqrt(sum((s - baseline_aim_speed) ** 2 for _, _, s, _ in before) / len(before)) if len(before) > 1 else 0.0
# Find contamination end: when speed returns to within 2 sigma of baseline
pos_threshold = baseline_pos_speed + max(2.0 * baseline_pos_std, 5.0) # at least 5 cm/s
aim_threshold = baseline_aim_speed + max(2.0 * baseline_aim_std, 5.0) # at least 5 deg/s
pos_contamination_end_ms = 0.0
aim_contamination_end_ms = 0.0
max_pos_spike = 0.0
max_aim_spike = 0.0
for dt_ms, ps, ais, _ in after:
if ps > pos_threshold:
pos_contamination_end_ms = dt_ms
if ais > aim_threshold:
aim_contamination_end_ms = dt_ms
max_pos_spike = max(max_pos_spike, ps - baseline_pos_speed)
max_aim_spike = max(max_aim_spike, ais - baseline_aim_speed)
return {
'shot_time': shot_time,
'baseline_pos_speed': baseline_pos_speed,
'baseline_aim_speed': baseline_aim_speed,
'baseline_pos_std': baseline_pos_std,
'baseline_aim_std': baseline_aim_std,
'pos_contamination_ms': pos_contamination_end_ms,
'aim_contamination_ms': aim_contamination_end_ms,
'max_contamination_ms': max(pos_contamination_end_ms, aim_contamination_end_ms),
'max_pos_spike': max_pos_spike,
'max_aim_spike': max_aim_spike,
'pos_threshold': pos_threshold,
'aim_threshold': aim_threshold,
'before': before,
'after': after,
'is_stable': baseline_pos_speed < 30.0 and baseline_aim_speed < 200.0,
}
def main():
parser = argparse.ArgumentParser(description="Shot Contamination Analyzer")
parser.add_argument("csv_file", help="CSV recording file with ShotFired column")
parser.add_argument("--plot", action="store_true", help="Generate per-shot plots (requires matplotlib)")
parser.add_argument("--window", type=float, default=200.0, help="Analysis window in ms before/after shot (default: 200)")
args = parser.parse_args()
if not os.path.exists(args.csv_file):
print(f"Error: File not found: {args.csv_file}")
sys.exit(1)
frames = load_csv(args.csv_file)
print(f"Loaded {len(frames)} frames from {os.path.basename(args.csv_file)}")
duration = frames[-1].timestamp - frames[0].timestamp
fps = len(frames) / duration if duration > 0 else 0
print(f"Duration: {duration:.1f}s | FPS: {fps:.0f}")
shot_indices = [i for i, f in enumerate(frames) if f.shot_fired]
print(f"Shots detected: {len(shot_indices)}")
if not shot_indices:
print("No shots found! Make sure the CSV has a ShotFired column.")
sys.exit(1)
pos_speed, aim_speed, pos_accel = compute_per_frame_metrics(frames)
# Analyze each shot
results = []
print(f"\n{'=' * 90}")
print(f"{'Shot':>4} {'Time':>8} {'Stable':>7} {'PosSpike':>10} {'AimSpike':>10} "
f"{'PosContam':>10} {'AimContam':>10} {'MaxContam':>10}")
print(f"{'':>4} {'(s)':>8} {'':>7} {'(cm/s)':>10} {'(deg/s)':>10} "
f"{'(ms)':>10} {'(ms)':>10} {'(ms)':>10}")
print(f"{'-' * 90}")
for idx, si in enumerate(shot_indices):
result = analyze_single_shot(frames, si, pos_speed, aim_speed, pos_accel, args.window)
if result is None:
continue
results.append(result)
stable_str = "YES" if result['is_stable'] else "no"
print(f"{idx + 1:>4} {result['shot_time']:>8.2f} {stable_str:>7} "
f"{result['max_pos_spike']:>10.1f} {result['max_aim_spike']:>10.1f} "
f"{result['pos_contamination_ms']:>10.1f} {result['aim_contamination_ms']:>10.1f} "
f"{result['max_contamination_ms']:>10.1f}")
# Summary: only stable shots (user was not moving)
stable_results = [r for r in results if r['is_stable']]
all_results = results
print(f"\n{'=' * 90}")
print(f"SUMMARY - ALL SHOTS ({len(all_results)} shots)")
if all_results:
contam_all = sorted([r['max_contamination_ms'] for r in all_results])
pos_spikes = sorted([r['max_pos_spike'] for r in all_results])
aim_spikes = sorted([r['max_aim_spike'] for r in all_results])
p95_idx = int(len(contam_all) * 0.95)
print(f" Contamination: mean={sum(contam_all)/len(contam_all):.1f}ms, "
f"median={contam_all[len(contam_all)//2]:.1f}ms, "
f"p95={contam_all[min(p95_idx, len(contam_all)-1)]:.1f}ms, "
f"max={contam_all[-1]:.1f}ms")
print(f" Pos spike: mean={sum(pos_spikes)/len(pos_spikes):.1f}cm/s, "
f"max={pos_spikes[-1]:.1f}cm/s")
print(f" Aim spike: mean={sum(aim_spikes)/len(aim_spikes):.1f}deg/s, "
f"max={aim_spikes[-1]:.1f}deg/s")
print(f"\nSUMMARY - STABLE SHOTS ONLY ({len(stable_results)} shots, baseline speed < 20cm/s)")
if stable_results:
contam_stable = sorted([r['max_contamination_ms'] for r in stable_results])
pos_spikes_s = sorted([r['max_pos_spike'] for r in stable_results])
aim_spikes_s = sorted([r['max_aim_spike'] for r in stable_results])
p95_idx = int(len(contam_stable) * 0.95)
print(f" Contamination: mean={sum(contam_stable)/len(contam_stable):.1f}ms, "
f"median={contam_stable[len(contam_stable)//2]:.1f}ms, "
f"p95={contam_stable[min(p95_idx, len(contam_stable)-1)]:.1f}ms, "
f"max={contam_stable[-1]:.1f}ms")
print(f" Pos spike: mean={sum(pos_spikes_s)/len(pos_spikes_s):.1f}cm/s, "
f"max={pos_spikes_s[-1]:.1f}cm/s")
print(f" Aim spike: mean={sum(aim_spikes_s)/len(aim_spikes_s):.1f}deg/s, "
f"max={aim_spikes_s[-1]:.1f}deg/s")
recommended = math.ceil(contam_stable[min(p95_idx, len(contam_stable)-1)] / 5.0) * 5.0
print(f"\n >>> RECOMMENDED DiscardTime (from stable shots P95): {recommended:.0f}ms <<<")
else:
print(" No stable shots found! Make sure you stay still before firing.")
print(" Shots where baseline speed > 20cm/s are excluded as 'not stable'.")
# Plotting
if args.plot:
try:
import matplotlib.pyplot as plt
# Plot each shot individually
n_shots = len(results)
cols = min(4, n_shots)
rows = math.ceil(n_shots / cols)
fig, axes = plt.subplots(rows, cols, figsize=(5 * cols, 4 * rows), squeeze=False)
fig.suptitle(f'Per-Shot Speed Profile ({os.path.basename(args.csv_file)})', fontsize=14)
for idx, result in enumerate(results):
r, c = divmod(idx, cols)
ax = axes[r][c]
# Before shot
if result['before']:
t_before = [b[0] for b in result['before']]
s_before = [b[1] for b in result['before']]
ax.plot(t_before, s_before, 'b-', linewidth=1, label='Before')
# After shot
if result['after']:
t_after = [a[0] for a in result['after']]
s_after = [a[1] for a in result['after']]
ax.plot(t_after, s_after, 'r-', linewidth=1, label='After')
# Shot line
ax.axvline(x=0, color='red', linestyle='--', alpha=0.7, label='Shot')
# Threshold
ax.axhline(y=result['pos_threshold'], color='orange', linestyle=':', alpha=0.5, label='Threshold')
# Contamination zone
if result['pos_contamination_ms'] > 0:
ax.axvspan(0, result['pos_contamination_ms'], alpha=0.15, color='red')
stable_str = "STABLE" if result['is_stable'] else "MOVING"
ax.set_title(f"Shot {idx+1} ({stable_str}) - {result['max_contamination_ms']:.0f}ms",
fontsize=9, color='green' if result['is_stable'] else 'orange')
ax.set_xlabel('Time from shot (ms)', fontsize=8)
ax.set_ylabel('Pos Speed (cm/s)', fontsize=8)
ax.tick_params(labelsize=7)
if idx == 0:
ax.legend(fontsize=6)
# Hide unused subplots
for idx in range(n_shots, rows * cols):
r, c = divmod(idx, cols)
axes[r][c].set_visible(False)
plt.tight_layout()
plot_path = args.csv_file.replace('.csv', '_shots.png')
plt.savefig(plot_path, dpi=150)
print(f"\nPlot saved: {plot_path}")
plt.show()
# Also plot aim speed
fig2, axes2 = plt.subplots(rows, cols, figsize=(5 * cols, 4 * rows), squeeze=False)
fig2.suptitle(f'Per-Shot Aim Angular Speed ({os.path.basename(args.csv_file)})', fontsize=14)
for idx, result in enumerate(results):
r, c = divmod(idx, cols)
ax = axes2[r][c]
if result['before']:
t_before = [b[0] for b in result['before']]
a_before = [b[2] for b in result['before']] # aim_speed
ax.plot(t_before, a_before, 'b-', linewidth=1)
if result['after']:
t_after = [a[0] for a in result['after']]
a_after = [a[2] for a in result['after']] # aim_speed
ax.plot(t_after, a_after, 'r-', linewidth=1)
ax.axvline(x=0, color='red', linestyle='--', alpha=0.7)
ax.axhline(y=result['aim_threshold'], color='orange', linestyle=':', alpha=0.5)
if result['aim_contamination_ms'] > 0:
ax.axvspan(0, result['aim_contamination_ms'], alpha=0.15, color='red')
stable_str = "STABLE" if result['is_stable'] else "MOVING"
ax.set_title(f"Shot {idx+1} ({stable_str}) - Aim {result['aim_contamination_ms']:.0f}ms",
fontsize=9, color='green' if result['is_stable'] else 'orange')
ax.set_xlabel('Time from shot (ms)', fontsize=8)
ax.set_ylabel('Aim Speed (deg/s)', fontsize=8)
ax.tick_params(labelsize=7)
for idx in range(n_shots, rows * cols):
r, c = divmod(idx, cols)
axes2[r][c].set_visible(False)
plt.tight_layout()
plot_path2 = args.csv_file.replace('.csv', '_shots_aim.png')
plt.savefig(plot_path2, dpi=150)
print(f"Plot saved: {plot_path2}")
plt.show()
except ImportError:
print("\nmatplotlib not installed. Install with: pip install matplotlib")
print("\nDone.")
if __name__ == '__main__':
main()

View File

@@ -1,7 +0,0 @@
{
"BuildId": "37670630",
"Modules":
{
"EasyBallistics": "UnrealEditor-EasyBallistics.dylib"
}
}

View File

@@ -1,7 +0,0 @@
{
"BuildId": "37670630",
"Modules":
{
"EasyBallistics": "UnrealEditor-EasyBallistics-Win64-DebugGame.dll"
}
}

View File

@@ -1,7 +0,0 @@
{
"BuildId": "37670630",
"Modules":
{
"EasyBallistics": "UnrealEditor-EasyBallistics.dll"
}
}

View File

@@ -10,9 +10,8 @@
"DocsURL": "",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/bbecde0f66914263b57fd2af5a0c7ffe",
"SupportURL": "",
"EngineVersion": "5.5.0",
"CanContainContent": false,
"Installed": true,
"Installed": false,
"Modules": [
{
"Name": "EasyBallistics",

View File

@@ -45,6 +45,10 @@ void UEBBarrel::TriggerDebugIMUShock()
DebugIMUShockAimOffset = RandomDir * FMath::DegreesToRadians(DebugIMUShockAngle);
DebugIMUShockPosOffset = RandomDir * DebugIMUShockPosition;
// Recoil timing: for simulated shocks, the corruption will appear in the buffer
// on subsequent ticks. No need to capture here — the continuous analysis in
// TickComponent will detect it automatically.
}
void UEBBarrel::UpdateTransformHistory()
@@ -89,7 +93,11 @@ void UEBBarrel::UpdateTransformHistory()
TransformHistory.Add(Sample);
// Trim buffer: remove samples older than AntiRecoilBufferTime
double OldestAllowed = CurrentTime - FMath::Max(0.05f, AntiRecoilBufferTime);
// During calibration, keep a larger buffer (0.5s min) for reliable 3-sigma analysis
float EffectiveBufferTime = CalibrateAntiRecoil
? FMath::Max(AntiRecoilBufferTime, 0.5f)
: AntiRecoilBufferTime;
double OldestAllowed = CurrentTime - FMath::Max(0.05f, EffectiveBufferTime);
while (TransformHistory.Num() > 0 && TransformHistory[0].Timestamp < OldestAllowed)
{
TransformHistory.RemoveAt(0);
@@ -158,6 +166,26 @@ void UEBBarrel::ComputeAntiRecoilTransform()
}
break;
case EAntiRecoilMode::ARM_WeightedLinearRegression:
{
int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
if (SafeN >= 2)
{
PredictWeightedLinearRegression(GetWorld()->GetTimeSeconds(), Location, Aim);
}
else if (TransformHistory.Num() > 0)
{
Aim = TransformHistory[0].Aim;
Location = TransformHistory[0].Location;
}
else
{
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
}
}
break;
case EAntiRecoilMode::ARM_KalmanFilter:
{
int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
@@ -180,6 +208,26 @@ void UEBBarrel::ComputeAntiRecoilTransform()
}
}
break;
case EAntiRecoilMode::ARM_AdaptiveExtrapolation:
{
int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
if (SafeN >= 2)
{
PredictAdaptiveExtrapolation(GetWorld()->GetTimeSeconds(), Location, Aim);
}
else if (TransformHistory.Num() > 0)
{
Aim = TransformHistory[0].Aim;
Location = TransformHistory[0].Location;
}
else
{
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
}
}
break;
}
}
@@ -229,7 +277,14 @@ void UEBBarrel::PredictLinearExtrapolation(double CurrentTime, FVector& OutLocat
const FTimestampedTransform& LastSafe = TransformHistory[SafeN - 1];
double ExtrapolationTime = CurrentTime - LastSafe.Timestamp;
OutLocation = LastSafe.Location + AvgLinearVelocity * ExtrapolationTime;
// Apply optional velocity damping: exponential decay toward zero
float DampingScale = 1.0f;
if (ExtrapolationDamping > 0.0f)
{
DampingScale = FMath::Exp(-ExtrapolationDamping * (float)ExtrapolationTime);
}
OutLocation = LastSafe.Location + AvgLinearVelocity * ExtrapolationTime * DampingScale;
// Angular extrapolation using quaternion slerp
// Use first and last safe samples for rotation direction
@@ -241,7 +296,7 @@ void UEBBarrel::PredictLinearExtrapolation(double CurrentTime, FVector& OutLocat
FQuat FirstQuat = FRotationMatrix::MakeFromX(FirstSafe.Aim).ToQuat();
FQuat LastQuat = FRotationMatrix::MakeFromX(LastSafe.Aim).ToQuat();
double TotalAlpha = ExtrapolationTime / SafeDeltaT;
double TotalAlpha = ExtrapolationTime / SafeDeltaT * DampingScale;
FQuat PredictedQuat = FQuat::Slerp(FirstQuat, LastQuat, 1.0 + TotalAlpha);
OutAim = PredictedQuat.GetForwardVector().GetSafeNormal();
@@ -257,10 +312,10 @@ void UEBBarrel::PredictLinearExtrapolation(double CurrentTime, FVector& OutLocat
}
// --- Weighted Linear Regression ---
// Fits a weighted least-squares line through only the SAFE samples, extrapolates to current time.
// More recent safe samples get higher weight.
// Fits a weighted least-squares line (y = a + bt) through SAFE samples, extrapolates to current time.
// Simple and stable. More recent safe samples get higher weight.
void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocation, FVector& OutAim) const
void UEBBarrel::PredictWeightedLinearRegression(double CurrentTime, FVector& OutLocation, FVector& OutAim) const
{
const int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
if (SafeN < 2)
@@ -270,11 +325,8 @@ void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocati
return;
}
// Use timestamps relative to the first safe sample to avoid precision issues
double T0 = TransformHistory[0].Timestamp;
// Weighted linear regression: y = a + b * t
// Weights: linearly increasing (1, 2, 3, ..., SafeN)
double SumW = 0.0;
double SumWT = 0.0;
double SumWTT = 0.0;
@@ -285,7 +337,7 @@ void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocati
for (int32 i = 0; i < SafeN; i++)
{
double w = FMath::Pow((double)(i + 1), (double)RegressionWeightExponent); // Weight curve controlled by exponent
double w = FMath::Pow((double)(i + 1), (double)RegressionWeightExponent);
double t = TransformHistory[i].Timestamp - T0;
SumW += w;
@@ -305,19 +357,25 @@ void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocati
return;
}
// Solve for position: intercept (a) and slope (b)
FVector PosIntercept = (SumWY * SumWTT - SumWTY * SumWT) / Det;
FVector PosSlope = (SumWTY * SumW - SumWY * SumWT) / Det;
// Solve for aim: intercept (a) and slope (b)
FVector AimIntercept = (SumWAim * SumWTT - SumWTAim * SumWT) / Det;
FVector AimSlope = (SumWTAim * SumW - SumWAim * SumWT) / Det;
// Extrapolate to current time
double TPred = CurrentTime - T0;
OutLocation = PosIntercept + PosSlope * TPred;
FVector PredAim = AimIntercept + AimSlope * TPred;
// Apply optional velocity damping
float DampingScale = 1.0f;
if (ExtrapolationDamping > 0.0f)
{
double TLastSafe = TransformHistory[SafeN - 1].Timestamp - T0;
float ExtrapolationTime = (float)(TPred - TLastSafe);
DampingScale = FMath::Exp(-ExtrapolationDamping * ExtrapolationTime);
}
OutLocation = PosIntercept + PosSlope * TPred * DampingScale;
FVector PredAim = AimIntercept + AimSlope * TPred * DampingScale;
OutAim = PredAim.GetSafeNormal();
if (OutAim.IsNearlyZero())
{
@@ -325,6 +383,226 @@ void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocati
}
}
// --- Weighted Quadratic Regression ---
// Fits a weighted least-squares quadratic (y = a + bt + ct^2) through SAFE samples.
// Captures deceleration naturally: if user stops before firing, c < 0 curves prediction toward stop.
// Falls back to linear fit if < 3 samples or ill-conditioned 3x3 system.
void UEBBarrel::PredictWeightedRegression(double CurrentTime, FVector& OutLocation, FVector& OutAim) const
{
const int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
if (SafeN < 2)
{
OutLocation = TransformHistory[0].Location;
OutAim = TransformHistory[0].Aim;
return;
}
// Use timestamps relative to the first safe sample to avoid precision issues
double T0 = TransformHistory[0].Timestamp;
// Accumulate weighted sums for quadratic regression: y = a + b*t + c*t^2
double SumW = 0.0;
double SumWT = 0.0;
double SumWTT = 0.0;
double SumWTTT = 0.0;
double SumWTTTT = 0.0;
FVector SumWY = FVector::ZeroVector;
FVector SumWTY = FVector::ZeroVector;
FVector SumWTTY = FVector::ZeroVector;
FVector SumWAim = FVector::ZeroVector;
FVector SumWTAim = FVector::ZeroVector;
FVector SumWTTAim = FVector::ZeroVector;
for (int32 i = 0; i < SafeN; i++)
{
double w = FMath::Pow((double)(i + 1), (double)RegressionWeightExponent);
double t = TransformHistory[i].Timestamp - T0;
double tt = t * t;
SumW += w;
SumWT += w * t;
SumWTT += w * tt;
SumWTTT += w * tt * t;
SumWTTTT += w * tt * tt;
SumWY += TransformHistory[i].Location * w;
SumWTY += TransformHistory[i].Location * (w * t);
SumWTTY += TransformHistory[i].Location * (w * tt);
SumWAim += TransformHistory[i].Aim * w;
SumWTAim += TransformHistory[i].Aim * (w * t);
SumWTTAim += TransformHistory[i].Aim * (w * tt);
}
double TPred = CurrentTime - T0;
double TLastSafe = TransformHistory[SafeN - 1].Timestamp - T0;
// Try quadratic fit (3x3 system) if we have enough samples
bool bUseQuadratic = false;
FVector PosA, PosB, PosC;
FVector AimA, AimB, AimC;
if (SafeN >= 3)
{
// Normal equations for weighted quadratic: M * [a,b,c]^T = R
// M = | SumW SumWT SumWTT |
// | SumWT SumWTT SumWTTT |
// | SumWTT SumWTTT SumWTTTT |
// Solve by Cramer's rule (3x3 determinant)
double M00 = SumW, M01 = SumWT, M02 = SumWTT;
double M10 = SumWT, M11 = SumWTT, M12 = SumWTTT;
double M20 = SumWTT, M21 = SumWTTT, M22 = SumWTTTT;
double Det3 = M00 * (M11 * M22 - M12 * M21)
- M01 * (M10 * M22 - M12 * M20)
+ M02 * (M10 * M21 - M11 * M20);
if (FMath::Abs(Det3) > SMALL_NUMBER)
{
bUseQuadratic = true;
double InvDet = 1.0 / Det3;
// Cofactors for Cramer's rule
double C00 = M11 * M22 - M12 * M21;
double C01 = -(M10 * M22 - M12 * M20);
double C02 = M10 * M21 - M11 * M20;
double C10 = -(M01 * M22 - M02 * M21);
double C11 = M00 * M22 - M02 * M20;
double C12 = -(M00 * M21 - M01 * M20);
double C20 = M01 * M12 - M02 * M11;
double C21 = -(M00 * M12 - M02 * M10);
double C22 = M00 * M11 - M01 * M10;
// Solve for position coefficients: a, b, c
PosA = (SumWY * C00 + SumWTY * C10 + SumWTTY * C20) * InvDet;
PosB = (SumWY * C01 + SumWTY * C11 + SumWTTY * C21) * InvDet;
PosC = (SumWY * C02 + SumWTY * C12 + SumWTTY * C22) * InvDet;
// Solve for aim coefficients: a, b, c
AimA = (SumWAim * C00 + SumWTAim * C10 + SumWTTAim * C20) * InvDet;
AimB = (SumWAim * C01 + SumWTAim * C11 + SumWTTAim * C21) * InvDet;
AimC = (SumWAim * C02 + SumWTAim * C12 + SumWTTAim * C22) * InvDet;
}
}
// Always compute linear result (2x2 system)
FVector LinearLocation, LinearAim;
{
double Det = SumW * SumWTT - SumWT * SumWT;
if (FMath::Abs(Det) <= SMALL_NUMBER)
{
OutLocation = TransformHistory[SafeN - 1].Location;
OutAim = TransformHistory[SafeN - 1].Aim;
return;
}
FVector PosIntercept = (SumWY * SumWTT - SumWTY * SumWT) / Det;
FVector PosSlope = (SumWTY * SumW - SumWY * SumWT) / Det;
FVector AimIntercept = (SumWAim * SumWTT - SumWTAim * SumWT) / Det;
FVector AimSlope = (SumWTAim * SumW - SumWAim * SumWT) / Det;
LinearLocation = PosIntercept + PosSlope * TPred;
FVector PredAim = AimIntercept + AimSlope * TPred;
LinearAim = PredAim.GetSafeNormal();
if (LinearAim.IsNearlyZero())
{
LinearAim = TransformHistory[SafeN - 1].Aim;
}
}
if (bUseQuadratic)
{
// Compute quadratic result with velocity-reversal clamping
FVector QuadLocation;
for (int32 Axis = 0; Axis < 3; Axis++)
{
double b = PosB[Axis];
double c = PosC[Axis];
double VelAtLastSafe = b + 2.0 * c * TLastSafe;
double VelAtPred = b + 2.0 * c * TPred;
double TUse = TPred;
if (VelAtLastSafe * VelAtPred < 0.0 && FMath::Abs(c) > SMALL_NUMBER)
{
double TStop = -b / (2.0 * c);
if (TStop > TLastSafe && TStop < TPred)
{
TUse = TStop;
}
}
QuadLocation[Axis] = PosA[Axis] + b * TUse + c * TUse * TUse;
}
FVector QuadAimVec;
for (int32 Axis = 0; Axis < 3; Axis++)
{
double b = AimB[Axis];
double c = AimC[Axis];
double VelAtLastSafe = b + 2.0 * c * TLastSafe;
double VelAtPred = b + 2.0 * c * TPred;
double TUse = TPred;
if (VelAtLastSafe * VelAtPred < 0.0 && FMath::Abs(c) > SMALL_NUMBER)
{
double TStop = -b / (2.0 * c);
if (TStop > TLastSafe && TStop < TPred)
{
TUse = TStop;
}
}
QuadAimVec[Axis] = AimA[Axis] + b * TUse + c * TUse * TUse;
}
FVector QuadAim = QuadAimVec.GetSafeNormal();
if (QuadAim.IsNearlyZero())
{
QuadAim = TransformHistory[SafeN - 1].Aim;
}
// Smooth blend between linear and quadratic based on significance of c.
// Alpha = 0 → pure linear, Alpha = 1 → pure quadratic.
// Ramp from 0 to 1 as max(|c*t^2| / |b*t|) goes from 0.05 to 0.20.
double PosCRatio = (FMath::Max(PosB.GetAbsMax() * TPred, SMALL_NUMBER) > SMALL_NUMBER)
? (PosC.GetAbsMax() * TPred * TPred) / (PosB.GetAbsMax() * TPred) : 0.0;
double AimCRatio = (FMath::Max(AimB.GetAbsMax() * TPred, SMALL_NUMBER) > SMALL_NUMBER)
? (AimC.GetAbsMax() * TPred * TPred) / (AimB.GetAbsMax() * TPred) : 0.0;
double MaxRatio = FMath::Max(PosCRatio, AimCRatio);
float BlendAlpha = (float)FMath::Clamp((MaxRatio - 0.05) / (0.20 - 0.05), 0.0, 1.0);
OutLocation = FMath::Lerp(LinearLocation, QuadLocation, BlendAlpha);
OutAim = FMath::Lerp(LinearAim, QuadAim, BlendAlpha).GetSafeNormal();
if (OutAim.IsNearlyZero())
{
OutAim = TransformHistory[SafeN - 1].Aim;
}
}
else
{
OutLocation = LinearLocation;
OutAim = LinearAim;
}
// Apply optional velocity damping on the final result
// Blend toward the last safe sample position (i.e., reduce the extrapolation offset)
if (ExtrapolationDamping > 0.0f)
{
float ExtrapolationTime = (float)(TPred - TLastSafe);
float DampingScale = FMath::Exp(-ExtrapolationDamping * ExtrapolationTime);
FVector LastSafeLocation = TransformHistory[SafeN - 1].Location;
FVector LastSafeAim = TransformHistory[SafeN - 1].Aim;
// Damping blends from full extrapolation (DampingScale=1) toward last safe sample (DampingScale=0)
OutLocation = LastSafeLocation + (OutLocation - LastSafeLocation) * DampingScale;
OutAim = FMath::Lerp(LastSafeAim, OutAim, DampingScale).GetSafeNormal();
if (OutAim.IsNearlyZero())
{
OutAim = LastSafeAim;
}
}
}
// --- Simplified Kalman Filter ---
// Maintains state estimate [position, velocity, aim, angular_velocity]
// Only fed with SAFE (non-contaminated) measurements, predicts forward to current time
@@ -403,12 +681,160 @@ void UEBBarrel::PredictKalmanFilter(double CurrentTime, FVector& OutLocation, FV
// Extrapolate from Kalman state to current time
float dt = (float)(CurrentTime - KalmanLastTimestamp);
OutLocation = KalmanPosition + KalmanVelocity * dt;
// Apply optional velocity damping
float DampingScale = 1.0f;
if (ExtrapolationDamping > 0.0f)
{
DampingScale = FMath::Exp(-ExtrapolationDamping * dt);
}
FVector PredAim = KalmanAim + KalmanAngularVelocity * dt;
OutLocation = KalmanPosition + KalmanVelocity * dt * DampingScale;
FVector PredAim = KalmanAim + KalmanAngularVelocity * dt * DampingScale;
OutAim = PredAim.GetSafeNormal();
if (OutAim.IsNearlyZero())
{
OutAim = KalmanAim.GetSafeNormal();
}
}
// --- Adaptive Extrapolation ---
// Computes weighted average velocity from safe samples, then scales extrapolation
// by a confidence factor based on velocity consistency.
// Low velocity variance → full extrapolation (steady movement).
// High velocity variance → reduced extrapolation (deceleration/direction change).
void UEBBarrel::PredictAdaptiveExtrapolation(double CurrentTime, FVector& OutLocation, FVector& OutAim) const
{
const int32 SafeN = GetSafeCount(TransformHistory, GetWorld()->GetTimeSeconds(), AntiRecoilDiscardTime);
if (SafeN < 2)
{
OutLocation = TransformHistory[0].Location;
OutAim = TransformHistory[0].Aim;
return;
}
// Compute weighted velocities from consecutive safe sample pairs
// Weight recent pairs more heavily
TArray<FVector> PosVelocities;
// Compute per-pair velocities
TArray<FVector> PosVels;
TArray<FVector> AimVels;
PosVels.Reserve(SafeN - 1);
AimVels.Reserve(SafeN - 1);
for (int32 i = 1; i < SafeN; i++)
{
double dt = TransformHistory[i].Timestamp - TransformHistory[i - 1].Timestamp;
if (dt > SMALL_NUMBER)
{
PosVels.Add((TransformHistory[i].Location - TransformHistory[i - 1].Location) / dt);
AimVels.Add((TransformHistory[i].Aim - TransformHistory[i - 1].Aim) / dt);
}
}
if (PosVels.Num() == 0)
{
OutLocation = TransformHistory[SafeN - 1].Location;
OutAim = TransformHistory[SafeN - 1].Aim;
return;
}
// Compute overall weighted average velocity (recent samples weighted more)
double TotalWeight = 0.0;
FVector AvgPosVel = FVector::ZeroVector;
FVector AvgAimVel = FVector::ZeroVector;
for (int32 i = 0; i < PosVels.Num(); i++)
{
double w = FMath::Pow((double)(i + 1), 2.0);
AvgPosVel += PosVels[i] * w;
AvgAimVel += AimVels[i] * w;
TotalWeight += w;
}
AvgPosVel /= TotalWeight;
AvgAimVel /= TotalWeight;
// Deceleration detection: compare recent speed (last 25% of pairs) vs overall speed.
// If the user is stopping, recent speed will drop toward 0 while avg is still high.
// Confidence = recentSpeed / avgSpeed, clamped to [0, 1].
// During steady movement: ratio ≈ 1 → full extrapolation, zero lag.
// During deceleration: ratio < 1 → reduced extrapolation, prevents overshoot.
int32 RecentStart = FMath::Max(0, PosVels.Num() - FMath::Max(1, PosVels.Num() / 4));
int32 RecentCount = PosVels.Num() - RecentStart;
// Recent average velocity (unweighted, just the latest samples)
FVector RecentPosVel = FVector::ZeroVector;
FVector RecentAimVel = FVector::ZeroVector;
for (int32 i = RecentStart; i < PosVels.Num(); i++)
{
RecentPosVel += PosVels[i];
RecentAimVel += AimVels[i];
}
RecentPosVel /= (double)RecentCount;
RecentAimVel /= (double)RecentCount;
// Compute speed ratio: recent / average
float AvgPosSpeed = AvgPosVel.Size();
float AvgAimSpeed = AvgAimVel.Size();
float RecentPosSpeed = RecentPosVel.Size();
float RecentAimSpeed = RecentAimVel.Size();
// Confidence: ratio of recent speed to average speed.
// Dead zone: ratios above AdaptiveDeadZone are treated as 1.0 (normal fluctuations).
// Remapped ratio: (ratio - deadzone) / (1 - deadzone), clamped to [0, 1].
// AdaptiveSensitivity is the power exponent on the remapped ratio.
float PosRatio = 1.0f;
float PosConfidence = 1.0f;
if (AvgPosSpeed > SMALL_NUMBER)
{
PosRatio = FMath::Clamp(RecentPosSpeed / AvgPosSpeed, 0.0f, 1.0f);
float PosRemapped = (AdaptiveDeadZone < 1.0f)
? FMath::Clamp((PosRatio - AdaptiveDeadZone) / (1.0f - AdaptiveDeadZone), 0.0f, 1.0f)
: (PosRatio >= 1.0f ? 1.0f : 0.0f);
PosConfidence = FMath::Pow(PosRemapped, AdaptiveSensitivity);
}
float AimRatio = 1.0f;
float AimConfidence = 1.0f;
if (AvgAimSpeed > SMALL_NUMBER)
{
AimRatio = FMath::Clamp(RecentAimSpeed / AvgAimSpeed, 0.0f, 1.0f);
float AimRemapped = (AdaptiveDeadZone < 1.0f)
? FMath::Clamp((AimRatio - AdaptiveDeadZone) / (1.0f - AdaptiveDeadZone), 0.0f, 1.0f)
: (AimRatio >= 1.0f ? 1.0f : 0.0f);
AimConfidence = FMath::Pow(AimRemapped, AdaptiveSensitivity);
}
// Extrapolate from last safe sample
const FTimestampedTransform& LastSafe = TransformHistory[SafeN - 1];
double ExtrapolationTime = CurrentTime - LastSafe.Timestamp;
// Write debug values for HUD display
DbgPosRatio = PosRatio;
DbgAimRatio = AimRatio;
DbgPosConfidence = PosConfidence;
DbgAimConfidence = AimConfidence;
DbgAvgPosSpeed = AvgPosSpeed;
DbgAvgAimSpeed = AvgAimSpeed;
DbgRecentPosSpeed = RecentPosSpeed;
DbgRecentAimSpeed = RecentAimSpeed;
DbgExtrapolationTime = (float)ExtrapolationTime;
// Apply optional damping
float DampingScale = 1.0f;
if (ExtrapolationDamping > 0.0f)
{
DampingScale = FMath::Exp(-ExtrapolationDamping * (float)ExtrapolationTime);
}
OutLocation = LastSafe.Location + AvgPosVel * ExtrapolationTime * (PosConfidence * DampingScale);
FVector PredAim = LastSafe.Aim + AvgAimVel * ExtrapolationTime * (AimConfidence * DampingScale);
OutAim = PredAim.GetSafeNormal();
if (OutAim.IsNearlyZero())
{
OutAim = LastSafe.Aim;
}
}

View File

@@ -14,7 +14,7 @@ void UEBBarrel::SpawnBulletEventMulticast_Implementation(FVector Start, FVector
}
void UEBBarrel::Shoot(bool Trigger, int nextFireID) {
if (ClientSideAim && GetOwner()->GetRemoteRole() == ROLE_Authority && Trigger) {
if (ClientSideAim && GetOwner()->GetLocalRole() == ROLE_AutonomousProxy && Trigger) {
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
nextFireEventID = nextFireID;

View File

@@ -1,9 +1,14 @@
// Copyright 2018 Mookie. All Rights Reserved.
#include "EBBarrel.h"
#include "DrawDebugHelpers.h"
#include "Engine/Engine.h"
#include "HAL/PlatformFileManager.h"
#include "Misc/Paths.h"
#include "Misc/DateTime.h"
UEBBarrel::UEBBarrel() {
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.TickGroup = TG_PostPhysics;
bHiddenInGame = true;
bAutoActivate = true;
SetIsReplicatedByDefault(ReplicateVariables);
@@ -13,6 +18,33 @@ UEBBarrel::UEBBarrel() {
GatlingRPS = FireRateMin;
}
void UEBBarrel::BeginPlay()
{
Super::BeginPlay();
// Add tick prerequisite on the attach parent so this barrel ticks after
// its parent's transform is updated. UE propagates transforms down the
// attach chain, so this is sufficient even with deep hierarchies
// (Pawn -> MotionController -> ChildActor -> Weapon -> EBBarrel).
if (USceneComponent* Parent = GetAttachParent())
{
PrimaryComponentTick.AddPrerequisite(Parent, Parent->PrimaryComponentTick);
}
}
void UEBBarrel::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Close CSV file on stop/exit so the file isn't left locked
if (bCSVFileOpen && CSVFileHandle)
{
delete CSVFileHandle;
CSVFileHandle = nullptr;
bCSVFileOpen = false;
}
Super::EndPlay(EndPlayReason);
}
void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
@@ -21,7 +53,8 @@ void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
UpdateTransformHistory();
if (ClientSideAim){
if (GetOwner()->GetRemoteRole()==ROLE_Authority){
const ENetRole LocalRole = GetOwner()->GetLocalRole();
if (LocalRole == ROLE_AutonomousProxy){
TimeSinceAimUpdate += DeltaTime;
if (TimeSinceAimUpdate >= 1.0f / ClientAimUpdateFrequency) {
@@ -30,7 +63,7 @@ void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
ClientAim(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(),Location), Aim);
TimeSinceAimUpdate = FMath::Fmod(TimeSinceAimUpdate, 1.0f / ClientAimUpdateFrequency);
};
}else{
}else if (LocalRole == ROLE_Authority){
if (!RemoteAimReceived) {
ComputeAntiRecoilTransform();
}
@@ -42,6 +75,7 @@ void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
}
}
}
// ROLE_SimulatedProxy: observer, aim comes from replicated transform — nothing to do
}
else {
ComputeAntiRecoilTransform();
@@ -95,17 +129,214 @@ void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
{
if (GetWorld()->GetTimeSeconds() < DebugIMUShockLineEndTime)
{
// Yellow line: uncorrected aim (where the bullet would have gone without anti-recoil)
// Green persistent line: raw tracker aim at moment of shot (same color as real-time green)
DrawDebugLine(GetWorld(), DebugIMUShockCapturedLocation,
DebugIMUShockCapturedLocation + DebugIMUShockCapturedAim * DebugAntiRecoilLineLength,
FColor::Yellow, false, -1.0f, 0, DebugAntiRecoilLineThickness);
DrawDebugSphere(GetWorld(), DebugIMUShockCapturedLocation, 3.0f, 8, FColor::Yellow, false, -1.0f, 0, DebugAntiRecoilLineThickness);
FColor::Green, false, -1.0f, 0, DebugAntiRecoilLineThickness);
DrawDebugSphere(GetWorld(), DebugIMUShockCapturedLocation, 3.0f, 8, FColor::Green, false, -1.0f, 0, DebugAntiRecoilLineThickness);
}
else
{
DebugIMUShockLineCaptured = false;
}
}
// Red persistent line: corrected aim retained for the shot (same color as real-time red)
if (DebugCorrectedShotLineCaptured)
{
if (GetWorld()->GetTimeSeconds() < DebugCorrectedShotLineEndTime)
{
DrawDebugLine(GetWorld(), DebugCorrectedShotCapturedLocation,
DebugCorrectedShotCapturedLocation + DebugCorrectedShotCapturedAim * DebugAntiRecoilLineLength,
FColor::Red, false, -1.0f, 0, DebugAntiRecoilLineThickness);
DrawDebugSphere(GetWorld(), DebugCorrectedShotCapturedLocation, 3.0f, 8, FColor::Red, false, -1.0f, 0, DebugAntiRecoilLineThickness);
}
else
{
DebugCorrectedShotLineCaptured = false;
}
}
}
// CSV Prediction Recording
if (RecordPredictionCSV && AntiRecoilMode != EAntiRecoilMode::ARM_None)
{
if (!bCSVFileOpen)
{
// Open new CSV file
FString Timestamp = FDateTime::Now().ToString(TEXT("%Y%m%d_%H%M%S"));
CSVFilePath = FPaths::ProjectSavedDir() / TEXT("Logs") / FString::Printf(TEXT("AntiRecoil_%s.csv"), *Timestamp);
CSVFileHandle = FPlatformFileManager::Get().GetPlatformFile().OpenWrite(*CSVFilePath);
if (CSVFileHandle)
{
bCSVFileOpen = true;
FString Header = TEXT("Timestamp,RealPosX,RealPosY,RealPosZ,RealAimX,RealAimY,RealAimZ,PredPosX,PredPosY,PredPosZ,PredAimX,PredAimY,PredAimZ,SafeCount,BufferCount,ExtrapolationTime\n");
auto HeaderUtf8 = StringCast<ANSICHAR>(*Header);
CSVFileHandle->Write((const uint8*)HeaderUtf8.Get(), HeaderUtf8.Length());
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-700, 5.0f, FColor::Cyan,
FString::Printf(TEXT("CSV Recording started: %s"), *CSVFilePath));
}
}
}
if (bCSVFileOpen && CSVFileHandle)
{
FVector RealPos = GetComponentTransform().GetLocation();
FVector RealAim = GetComponentTransform().GetUnitAxis(EAxis::X);
// Count safe samples (same logic as GetSafeCount in AntiRecoilPredict.cpp)
double SafeCutoff = GetWorld()->GetTimeSeconds() - AntiRecoilDiscardTime;
int32 SafeN = 0;
for (int32 si = 0; si < TransformHistory.Num(); si++)
{
if (TransformHistory[si].Timestamp < SafeCutoff) SafeN++;
}
double ExtrapTime = (SafeN > 0) ? (GetWorld()->GetTimeSeconds() - TransformHistory[SafeN - 1].Timestamp) : 0.0;
FString Line = FString::Printf(TEXT("%.6f,%.4f,%.4f,%.4f,%.6f,%.6f,%.6f,%.4f,%.4f,%.4f,%.6f,%.6f,%.6f,%d,%d,%.6f\n"),
GetWorld()->GetTimeSeconds(),
RealPos.X, RealPos.Y, RealPos.Z,
RealAim.X, RealAim.Y, RealAim.Z,
Location.X, Location.Y, Location.Z,
Aim.X, Aim.Y, Aim.Z,
SafeN, TransformHistory.Num(), ExtrapTime);
auto LineUtf8 = StringCast<ANSICHAR>(*Line);
CSVFileHandle->Write((const uint8*)LineUtf8.Get(), LineUtf8.Length());
}
}
else if (bCSVFileOpen)
{
// Close CSV file
if (CSVFileHandle)
{
delete CSVFileHandle;
CSVFileHandle = nullptr;
}
bCSVFileOpen = false;
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-700, 5.0f, FColor::Cyan,
FString::Printf(TEXT("CSV Recording stopped: %s"), *CSVFilePath));
}
}
// Anti-Recoil Debug HUD
if (DebugAntiRecoilHUD && GEngine && AntiRecoilMode == EAntiRecoilMode::ARM_AdaptiveExtrapolation)
{
// Compute live errors
FVector RealPos = GetComponentTransform().GetLocation();
FVector RealAim = GetComponentTransform().GetUnitAxis(EAxis::X);
DbgPosError = FVector::Dist(Location, RealPos);
float AimDot = FMath::Clamp(FVector::DotProduct(Aim, RealAim), -1.0f, 1.0f);
DbgAimError = FMath::RadiansToDegrees(FMath::Acos(AimDot));
int32 HudKey = -500;
FColor HudTitle = FColor::Yellow;
FColor HudVal = FColor::White;
FColor HudGood = FColor::Green;
FColor HudWarn = FColor::Orange;
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, HudTitle,
TEXT("====== ADAPTIVE EXTRAPOLATION ======"));
// Speed ratio + confidence (position)
FColor PosColor = (DbgPosConfidence > 0.9f) ? HudGood : HudWarn;
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, PosColor,
FString::Printf(TEXT(" Pos: ratio=%.2f conf=%.2f speed=%.1f/%.1f cm/s"),
DbgPosRatio, DbgPosConfidence, DbgRecentPosSpeed, DbgAvgPosSpeed));
// Speed ratio + confidence (aim)
FColor AimColor = (DbgAimConfidence > 0.9f) ? HudGood : HudWarn;
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, AimColor,
FString::Printf(TEXT(" Aim: ratio=%.2f conf=%.2f speed=%.4f/%.4f /s"),
DbgAimRatio, DbgAimConfidence, DbgRecentAimSpeed, DbgAvgAimSpeed));
// Extrapolation time
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, HudVal,
FString::Printf(TEXT(" Extrap: %.0f ms"), DbgExtrapolationTime * 1000.0f));
// Errors
FColor PosErrColor = (DbgPosError < 2.0f) ? HudGood : (DbgPosError < 5.0f) ? HudVal : HudWarn;
FColor AimErrColor = (DbgAimError < 2.0f) ? HudGood : (DbgAimError < 5.0f) ? HudVal : HudWarn;
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, PosErrColor,
FString::Printf(TEXT(" Pos error: %.2f cm"), DbgPosError));
GEngine->AddOnScreenDebugMessage(HudKey--, 0.0f, AimErrColor,
FString::Printf(TEXT(" Aim error: %.2f deg"), DbgAimError));
}
// Calibration HUD
if (CalibrateAntiRecoil && GEngine)
{
int32 CalKey = -600;
FColor CalTitle = FColor::Magenta;
FColor CalValue = FColor::White;
FColor CalGood = FColor::Green;
FColor CalWarn = FColor::Yellow;
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalTitle,
TEXT("====== ANTI-RECOIL CALIBRATION ======"));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalValue,
FString::Printf(TEXT(" Collecting: %d / %d shots"),
CalibrationShotsCollected, CalibrationShotCount));
// Running stats from current sequence
if (CalibrationShots.Num() > 0)
{
// Quick re-analysis of already captured shots for running display
float RunMax = 0.0f, RunSum = 0.0f;
int32 RunCount = 0;
for (const FCalibrationShotData& S : CalibrationShots)
{
// Simplified: use buffer size as rough proxy until full analysis
// We'll show "pending analysis" for individual shots
RunCount++;
}
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalValue,
FString::Printf(TEXT(" %d shots captured, awaiting sequence completion..."), RunCount));
}
else
{
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalValue,
TEXT(" Fire weapon to collect data..."));
}
// Show last completed sequence results
if (LastCalibrationResult.bValid)
{
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalTitle,
TEXT(" --- Last Sequence Results ---"));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalGood,
FString::Printf(TEXT(" Shots: %d (outliers removed: %d)"),
LastCalibrationResult.TotalShots, LastCalibrationResult.OutliersRemoved));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalGood,
FString::Printf(TEXT(" Corruption: Med %.3fs | P95 %.3fs | Max %.3fs"),
LastCalibrationResult.MedianCorruptionDuration,
LastCalibrationResult.P95CorruptionDuration,
LastCalibrationResult.MaxCorruptionDuration));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalGood,
FString::Printf(TEXT(" Peak deviations: %.2f deg | %.2f cm"),
LastCalibrationResult.AvgPeakAngleDeviation,
LastCalibrationResult.AvgPeakPositionDeviation));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalWarn,
FString::Printf(TEXT(" >> DiscardTime: %.4fs"),
LastCalibrationResult.RecommendedDiscardTime));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalWarn,
FString::Printf(TEXT(" >> BufferTime: %.4fs"),
LastCalibrationResult.RecommendedBufferTime));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalWarn,
FString::Printf(TEXT(" >> KalmanProcessNoise: %.3f"),
LastCalibrationResult.RecommendedKalmanProcessNoise));
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalWarn,
FString::Printf(TEXT(" >> KalmanMeasurementNoise: %.4f"),
LastCalibrationResult.RecommendedKalmanMeasurementNoise));
}
GEngine->AddOnScreenDebugMessage(CalKey--, 0.0f, CalTitle,
TEXT("================================="));
}
//Only server can tick
@@ -233,6 +464,39 @@ void UEBBarrel::SpawnBullet(AActor* Owner, FVector InLocation, FVector InAim, in
}
}
// Capture yellow debug line on real shot: shows raw tracker aim at firing moment
// (where the bullet would go WITHOUT anti-recoil correction)
if (DebugAntiRecoil && TransformHistory.Num() > 0)
{
DebugIMUShockCapturedLocation = TransformHistory.Last().Location;
DebugIMUShockCapturedAim = TransformHistory.Last().Aim;
DebugIMUShockLineCaptured = true;
DebugIMUShockLineEndTime = GetWorld()->GetTimeSeconds() + DebugIMUShockDisplayTime;
// Blue line: corrected aim direction retained for this shot (after anti-recoil filtering)
DebugCorrectedShotCapturedLocation = OutLocation;
DebugCorrectedShotCapturedAim = OutAim.GetSafeNormal();
DebugCorrectedShotLineCaptured = true;
DebugCorrectedShotLineEndTime = GetWorld()->GetTimeSeconds() + DebugIMUShockDisplayTime;
}
// Calibration: snapshot the entire buffer for offline analysis
if (CalibrateAntiRecoil && TransformHistory.Num() > 0)
{
FCalibrationShotData ShotData;
ShotData.BufferSnapshot = TransformHistory;
ShotData.ShotTime = GetWorld()->GetTimeSeconds();
CalibrationShots.Add(MoveTemp(ShotData));
CalibrationShotsCollected++;
if (CalibrationShotsCollected >= CalibrationShotCount)
{
ComputeCalibrationResult();
CalibrationShots.Empty();
CalibrationShotsCollected = 0;
}
}
BeforeShotFired.Broadcast();
#ifdef WITH_EDITOR
if (shotTrace) {
@@ -315,3 +579,259 @@ void UEBBarrel::ApplyRecoil_Implementation(UPrimitiveComponent* Component, FVect
Component->AddImpulseAtLocation(Impulse, InLocation);
}
}
void UEBBarrel::ComputeCalibrationResult()
{
LastCalibrationResult = FCalibrationResult();
LastCalibrationResult.TotalShots = CalibrationShots.Num();
if (CalibrationShots.Num() < 3)
{
return;
}
TArray<float> CorruptionDurations;
TArray<float> PeakAngles;
TArray<float> PeakPositions;
// Collect all clean-sample acceleration variances and residuals for Kalman estimation
TArray<float> AllAccelerationVariances;
TArray<float> AllResidualVariances;
for (const FCalibrationShotData& Shot : CalibrationShots)
{
const TArray<FTimestampedTransform>& Buffer = Shot.BufferSnapshot;
if (Buffer.Num() < 5)
{
CorruptionDurations.Add(0.0f);
PeakAngles.Add(0.0f);
PeakPositions.Add(0.0f);
continue;
}
// --- Auto-seuil 3-sigma corruption detection ---
// Baseline: 30% oldest samples (min 3)
int32 BaselineCount = FMath::Max(3, Buffer.Num() * 3 / 10);
// Fit linear trend on baseline (position and aim vs time)
double T0 = Buffer[0].Timestamp;
// Weighted means for linear regression on baseline
double SumT = 0.0, SumTT = 0.0;
FVector SumPos = FVector::ZeroVector, SumTPos = FVector::ZeroVector;
FVector SumAim = FVector::ZeroVector, SumTAim = FVector::ZeroVector;
for (int32 i = 0; i < BaselineCount; i++)
{
double t = Buffer[i].Timestamp - T0;
SumT += t;
SumTT += t * t;
SumPos += Buffer[i].Location;
SumTPos += Buffer[i].Location * t;
SumAim += Buffer[i].Aim;
SumTAim += Buffer[i].Aim * t;
}
double N = (double)BaselineCount;
double Det = N * SumTT - SumT * SumT;
FVector PosIntercept, PosSlope, AimIntercept, AimSlope;
if (FMath::Abs(Det) > SMALL_NUMBER)
{
PosIntercept = (SumPos * SumTT - SumTPos * SumT) / Det;
PosSlope = (SumTPos * N - SumPos * SumT) / Det;
AimIntercept = (SumAim * SumTT - SumTAim * SumT) / Det;
AimSlope = (SumTAim * N - SumAim * SumT) / Det;
}
else
{
PosIntercept = SumPos / N;
PosSlope = FVector::ZeroVector;
AimIntercept = SumAim / N;
AimSlope = FVector::ZeroVector;
}
// Compute residuals on baseline to get sigma
float SumAngleResidSq = 0.0f;
float SumPosResidSq = 0.0f;
for (int32 i = 0; i < BaselineCount; i++)
{
double t = Buffer[i].Timestamp - T0;
FVector PredAim = (AimIntercept + AimSlope * t).GetSafeNormal();
FVector PredPos = PosIntercept + PosSlope * t;
float Dot = FVector::DotProduct(Buffer[i].Aim.GetSafeNormal(), PredAim);
float AngleResid = FMath::RadiansToDegrees(FMath::Acos(FMath::Clamp(Dot, -1.0f, 1.0f)));
float PosResid = FVector::Dist(Buffer[i].Location, PredPos);
SumAngleResidSq += AngleResid * AngleResid;
SumPosResidSq += PosResid * PosResid;
}
float SigmaAngle = FMath::Sqrt(SumAngleResidSq / FMath::Max(1.0f, N - 2.0f));
float SigmaPos = FMath::Sqrt(SumPosResidSq / FMath::Max(1.0f, N - 2.0f));
// Minimum sigma to avoid zero-threshold (perfectly still tracker)
SigmaAngle = FMath::Max(SigmaAngle, 0.05f);
SigmaPos = FMath::Max(SigmaPos, 0.01f);
float AngleThreshold = SigmaAngle * 3.0f;
float PosThreshold = SigmaPos * 3.0f;
// Detect corruption in all samples after baseline
float ShotCorruptionDuration = 0.0f;
float ShotPeakAngle = 0.0f;
float ShotPeakPos = 0.0f;
double FirstCorruptedTime = 0.0;
for (int32 i = BaselineCount; i < Buffer.Num(); i++)
{
double t = Buffer[i].Timestamp - T0;
FVector PredAim = (AimIntercept + AimSlope * t).GetSafeNormal();
FVector PredPos = PosIntercept + PosSlope * t;
float Dot = FVector::DotProduct(Buffer[i].Aim.GetSafeNormal(), PredAim);
float AngleDev = FMath::RadiansToDegrees(FMath::Acos(FMath::Clamp(Dot, -1.0f, 1.0f)));
float PosDev = FVector::Dist(Buffer[i].Location, PredPos);
if (AngleDev > AngleThreshold || PosDev > PosThreshold)
{
if (FirstCorruptedTime == 0.0)
{
FirstCorruptedTime = Buffer[i].Timestamp;
}
if (AngleDev > ShotPeakAngle) ShotPeakAngle = AngleDev;
if (PosDev > ShotPeakPos) ShotPeakPos = PosDev;
}
}
if (FirstCorruptedTime > 0.0)
{
ShotCorruptionDuration = (float)(Shot.ShotTime - FirstCorruptedTime);
}
CorruptionDurations.Add(ShotCorruptionDuration);
PeakAngles.Add(ShotPeakAngle);
PeakPositions.Add(ShotPeakPos);
// --- Kalman parameter estimation from clean baseline samples ---
// ProcessNoise: variance of acceleration (velocity changes between consecutive samples)
if (BaselineCount >= 3)
{
float SumAccelSq = 0.0f;
int32 AccelCount = 0;
FVector PrevVel = FVector::ZeroVector;
bool bHasPrevVel = false;
for (int32 i = 1; i < BaselineCount; i++)
{
double dt = Buffer[i].Timestamp - Buffer[i - 1].Timestamp;
if (dt > SMALL_NUMBER)
{
FVector Vel = (Buffer[i].Location - Buffer[i - 1].Location) / dt;
if (bHasPrevVel)
{
FVector Accel = (Vel - PrevVel) / dt;
SumAccelSq += Accel.SizeSquared();
AccelCount++;
}
PrevVel = Vel;
bHasPrevVel = true;
}
}
if (AccelCount > 0)
{
AllAccelerationVariances.Add(SumAccelSq / AccelCount);
}
}
// MeasurementNoise: variance of residuals from linear trend
if (SumPosResidSq > 0.0f)
{
AllResidualVariances.Add(SumPosResidSq / FMath::Max(1.0f, N - 2.0f));
}
}
// --- Aggregate timing statistics ---
CorruptionDurations.Sort();
int32 Num = CorruptionDurations.Num();
// IQR outlier removal
float Q1 = CorruptionDurations[Num / 4];
float Q3 = CorruptionDurations[(3 * Num) / 4];
float IQR = Q3 - Q1;
float UpperFence = Q3 + 1.5f * IQR;
TArray<float> CleanDurations;
int32 OutlierCount = 0;
for (float D : CorruptionDurations)
{
if (D <= UpperFence)
CleanDurations.Add(D);
else
OutlierCount++;
}
if (CleanDurations.Num() < 3)
{
CleanDurations = CorruptionDurations;
OutlierCount = 0;
}
CleanDurations.Sort();
int32 CN = CleanDurations.Num();
float Median = CleanDurations[CN / 2];
int32 P95Index = FMath::Min((int32)(CN * 0.95f), CN - 1);
float P95 = CleanDurations[P95Index];
float Max = CleanDurations.Last();
float RecommendedDiscard = P95 * 1.3f;
RecommendedDiscard = FMath::Clamp(RecommendedDiscard, 0.011f, 0.2f);
float SafeWindow = FMath::Max(0.05f, RecommendedDiscard * 0.5f);
float RecommendedBuffer = RecommendedDiscard + SafeWindow;
// Average peak deviations
float SumAngle = 0.0f, SumPos = 0.0f;
for (int32 i = 0; i < PeakAngles.Num(); i++)
{
SumAngle += PeakAngles[i];
SumPos += PeakPositions[i];
}
// --- Kalman parameter recommendations ---
float RecommendedProcessNoise = 200.0f; // default fallback
float RecommendedMeasurementNoise = 0.01f; // default fallback
if (AllAccelerationVariances.Num() > 0)
{
float SumAccelVar = 0.0f;
for (float V : AllAccelerationVariances) SumAccelVar += V;
RecommendedProcessNoise = SumAccelVar / AllAccelerationVariances.Num();
// Clamp to sane range
RecommendedProcessNoise = FMath::Clamp(RecommendedProcessNoise, 0.1f, 10000.0f);
}
if (AllResidualVariances.Num() > 0)
{
float SumResidVar = 0.0f;
for (float V : AllResidualVariances) SumResidVar += V;
RecommendedMeasurementNoise = SumResidVar / AllResidualVariances.Num();
RecommendedMeasurementNoise = FMath::Clamp(RecommendedMeasurementNoise, 0.001f, 100.0f);
}
// Populate result
LastCalibrationResult.RecommendedDiscardTime = RecommendedDiscard;
LastCalibrationResult.RecommendedBufferTime = RecommendedBuffer;
LastCalibrationResult.RecommendedKalmanProcessNoise = RecommendedProcessNoise;
LastCalibrationResult.RecommendedKalmanMeasurementNoise = RecommendedMeasurementNoise;
LastCalibrationResult.MedianCorruptionDuration = Median;
LastCalibrationResult.P95CorruptionDuration = P95;
LastCalibrationResult.MaxCorruptionDuration = Max;
LastCalibrationResult.AvgPeakAngleDeviation = SumAngle / PeakAngles.Num();
LastCalibrationResult.AvgPeakPositionDeviation = SumPos / PeakPositions.Num();
LastCalibrationResult.OutliersRemoved = OutlierCount;
LastCalibrationResult.bValid = true;
}

View File

@@ -28,8 +28,10 @@ enum class EAntiRecoilMode : uint8
ARM_None UMETA(DisplayName = "Disabled", ToolTip = "No anti-recoil processing. Uses raw tracker data directly. Use this when no IMU shock compensation is needed."),
ARM_Buffer UMETA(DisplayName = "Buffer (No Prediction)", ToolTip = "Legacy mode. Returns the oldest sample in the buffer, guaranteed to be pre-shock. Simple and reliable but introduces a fixed time delay equal to BufferTime. Best for static or slow-moving aiming."),
ARM_LinearExtrapolation UMETA(DisplayName = "Linear Extrapolation", ToolTip = "Computes average linear and angular velocity from consecutive safe (pre-shock) samples, then extrapolates forward to the current time. Good balance of simplicity and accuracy for steady movements. May overshoot on sudden direction changes."),
ARM_WeightedRegression UMETA(DisplayName = "Weighted Regression", ToolTip = "Fits a weighted least-squares regression line through all safe samples (recent safe samples weighted higher), then extrapolates to current time. More robust to individual noisy samples than linear extrapolation. Slightly heavier computation."),
ARM_KalmanFilter UMETA(DisplayName = "Kalman Filter", ToolTip = "Maintains an internal state model (position + velocity, aim + angular velocity) updated only with safe samples. Predicts forward using the estimated dynamics. Best for smooth continuous tracking with optimal noise rejection. Requires tuning ProcessNoise and MeasurementNoise for best results.")
ARM_WeightedLinearRegression UMETA(DisplayName = "Weighted Linear Regression", ToolTip = "Fits a weighted least-squares line (y=a+bt) through safe samples. Recent samples weighted higher (controlled by RegressionWeightExponent). Simple, stable, no oscillation. May overshoot on sudden stops since it assumes constant velocity."),
ARM_WeightedRegression UMETA(DisplayName = "Weighted Quadratic Regression", ToolTip = "Fits a weighted quadratic curve (y=a+bt+ct^2) through safe samples, capturing deceleration naturally. Blends smoothly between linear and quadratic based on acceleration significance. Falls back to linear with < 3 samples. Includes velocity-reversal clamping."),
ARM_KalmanFilter UMETA(DisplayName = "Kalman Filter", ToolTip = "Maintains an internal state model (position + velocity, aim + angular velocity) updated only with safe samples. Predicts forward using the estimated dynamics. Best for smooth continuous tracking with optimal noise rejection. Requires tuning ProcessNoise and MeasurementNoise for best results."),
ARM_AdaptiveExtrapolation UMETA(DisplayName = "Adaptive Extrapolation", ToolTip = "Deceleration-aware linear extrapolation. Compares recent speed (last 25% of safe window) to average speed. During steady movement: full extrapolation (zero lag). During deceleration/stop: extrapolation is reduced proportionally. Prevents overshoot on fast draw-aim-fire sequences without adding lag during normal tracking. Tuning: AdaptiveSensitivity controls the power curve (1=linear, 2=aggressive, 0.5=gentle).")
};
USTRUCT()
@@ -42,6 +44,33 @@ struct FTimestampedTransform
FVector Aim = FVector::ForwardVector;
};
// Stores calibration measurement results from a sequence of shots
USTRUCT()
struct FCalibrationResult
{
GENERATED_BODY()
float RecommendedDiscardTime = 0.0f;
float RecommendedBufferTime = 0.0f;
float RecommendedKalmanProcessNoise = 0.0f;
float RecommendedKalmanMeasurementNoise = 0.0f;
float MedianCorruptionDuration = 0.0f;
float P95CorruptionDuration = 0.0f;
float MaxCorruptionDuration = 0.0f;
float AvgPeakAngleDeviation = 0.0f;
float AvgPeakPositionDeviation = 0.0f;
int32 TotalShots = 0;
int32 OutliersRemoved = 0;
bool bValid = false;
};
// Raw buffer snapshot captured at shot time for offline analysis
struct FCalibrationShotData
{
TArray<FTimestampedTransform> BufferSnapshot;
double ShotTime = 0.0;
};
UCLASS(Blueprintable, ClassGroup = (Custom), hidecategories = (Object, LOD, Physics, Lighting, TextureStreaming, Collision, HLOD, Mobile, VirtualTexture, ComponentReplication), editinlinenew, meta = (BlueprintSpawnableComponent))
class EASYBALLISTICS_API UEBBarrel : public UPrimitiveComponent
{
@@ -52,6 +81,9 @@ public:
// Sets default values for this component's properties
UEBBarrel();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
@@ -65,10 +97,39 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug", meta = (ToolTip = "Draw real-time debug lines: Green = raw tracker, Red = anti-recoil predicted aim"))
bool DebugAntiRecoil = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug", meta = (ToolTip = "Length of the debug aim lines (cm)", EditCondition = "DebugAntiRecoil"))
float DebugAntiRecoilLineLength = 200.0f;
float DebugAntiRecoilLineLength = 400.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug", meta = (ToolTip = "Thickness of the debug aim lines", EditCondition = "DebugAntiRecoil"))
float DebugAntiRecoilLineThickness = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug|Calibration", meta = (ToolTip = "When enabled, automatically measures recoil corruption over sequences of CalibrationShotCount shots. After each sequence, displays recommended DiscardTime, BufferTime, and Kalman parameters on HUD. Loops automatically until disabled. No thresholds needed — uses statistical 3-sigma auto-detection."))
bool CalibrateAntiRecoil = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug|Calibration", meta = (ToolTip = "Number of shots per calibration sequence.", EditCondition = "CalibrateAntiRecoil", ClampMin = "3", ClampMax = "50"))
int32 CalibrationShotCount = 10;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug", meta = (ToolTip = "Show real-time anti-recoil prediction HUD: speed ratio, confidence, position/aim errors, extrapolation time."))
bool DebugAntiRecoilHUD = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug|CSV Recording", meta = (ToolTip = "Record per-frame prediction data to CSV for offline analysis. File saved to project Saved/Logs/ folder. Toggle off to stop and close the file."))
bool RecordPredictionCSV = false;
// CSV recording state (not exposed)
bool bCSVFileOpen = false;
FString CSVFilePath;
IFileHandle* CSVFileHandle = nullptr;
// Debug HUD state (written by const prediction functions, read by TickComponent)
mutable float DbgPosRatio = 0.0f;
mutable float DbgAimRatio = 0.0f;
mutable float DbgPosConfidence = 0.0f;
mutable float DbgAimConfidence = 0.0f;
mutable float DbgAvgPosSpeed = 0.0f;
mutable float DbgAvgAimSpeed = 0.0f;
mutable float DbgRecentPosSpeed = 0.0f;
mutable float DbgRecentAimSpeed = 0.0f;
mutable float DbgExtrapolationTime = 0.0f;
float DbgPosError = 0.0f;
float DbgAimError = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug|IMU Shock Simulation", meta = (ToolTip = "Enable IMU shock simulation for testing anti-recoil prediction without firing"))
bool DebugSimulateIMUShock = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug|IMU Shock Simulation", meta = (ToolTip = "Angular perturbation intensity in degrees", EditCondition = "DebugSimulateIMUShock", ClampMin = "0.0"))
@@ -89,8 +150,8 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Time window (seconds) of most recent samples to exclude as potentially contaminated by IMU recoil shock. The prediction algorithms only use samples older than this. Increase if the shock lasts longer. Safe window = BufferTime - DiscardTime.", ClampMin = "0.0"))
float AntiRecoilDiscardTime = 0.03f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Controls how the weight curve grows across safe samples in Weighted Regression mode. 1.0 = linear growth (default), >1.0 = recent samples weighted much more heavily (convex curve), <1.0 = more uniform weighting (concave curve), 0.0 = all samples weighted equally (unweighted regression). Formula: weight = pow(sampleIndex+1, exponent).", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_WeightedRegression", ClampMin = "0.0", ClampMax = "5.0"))
float RegressionWeightExponent = 3.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Controls how the weight curve grows across safe samples in regression modes. 1.0 = linear growth, >1.0 = recent samples weighted much more heavily (convex curve), <1.0 = more uniform weighting (concave curve), 0.0 = all samples weighted equally. Formula: weight = pow(sampleIndex+1, exponent).", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_WeightedRegression || AntiRecoilMode == EAntiRecoilMode::ARM_WeightedLinearRegression", ClampMin = "0.0", ClampMax = "5.0"))
float RegressionWeightExponent = 2.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Kalman filter process noise (higher = more responsive to movement changes, lower = smoother). Since safe samples are already filtered by DiscardTime, this should be high enough to track aiming movements.", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_KalmanFilter", ClampMin = "0.01"))
float KalmanProcessNoise = 200.0f;
@@ -98,6 +159,15 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Kalman filter measurement noise (higher = trusts model over measurements, lower = trusts measurements). Should be low since safe samples are clean.", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_KalmanFilter", ClampMin = "0.001"))
float KalmanMeasurementNoise = 0.01f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Power curve exponent for deceleration detection. Controls how aggressively slowing down reduces extrapolation. confidence = (remappedRatio)^sensitivity. 1.0 = linear (gentle). 2.0 = quadratic (aggressive). 0.5 = square root (very gentle). During steady movement, ratio is ~1 so confidence is always 1 regardless of this value.", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_AdaptiveExtrapolation", ClampMin = "0.1", ClampMax = "5.0"))
float AdaptiveSensitivity = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Dead zone for deceleration detection. Speed ratios (recent/avg) above this value are treated as 1.0 (no correction). Only ratios below trigger extrapolation reduction. Higher = more tolerant to natural speed fluctuations (less false positives). Lower = more sensitive to deceleration. 0.8 = ignore normal jitter, only react to real braking.", EditCondition = "AntiRecoilMode == EAntiRecoilMode::ARM_AdaptiveExtrapolation", ClampMin = "0.0", ClampMax = "0.95"))
float AdaptiveDeadZone = 0.8f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil", meta = (ToolTip = "Velocity damping during extrapolation. 0 = disabled (default). Higher values cause extrapolated velocity to decay exponentially toward zero over the discard window. Reduces overshoot on fast draw-aim-fire sequences where the user stops moving before firing. Applies to all prediction modes except Buffer. Typical range: 5-15.", ClampMin = "0.0", ClampMax = "50.0"))
float ExtrapolationDamping = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Bullet inherits barrel velocity, only works with physics enabled or with additional velocity set")) float InheritVelocity = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Amount of recoil applied to the barrel, only works with physics enabled")) float RecoilMultiplier = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Additional velocity, for use with InheritVelocity")) FVector AdditionalVelocity = FVector(0,0,0);
@@ -156,8 +226,8 @@ public:
bool ReplicateShotFiredEvents = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication", meta = (ToolTip = "When true, the owning client computes the barrel aim position/direction locally and sends it to the server via RPC. The server uses the client's aim to spawn the bullet. Essential for VR/tracked controllers where the server cannot know the exact barrel orientation. When false, the server uses the barrel component's replicated transform."))
bool ClientSideAim=false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication", meta = (ToolTip = "How often (Hz) the client sends aim updates to the server when ClientSideAim is true. Higher values = more accurate server-side aim at the cost of bandwidth. 15 Hz is a good default. Only relevant when ClientSideAim is enabled.", EditCondition = "ClientSideAim", ClampMin = "1"))
float ClientAimUpdateFrequency = 15.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication", meta = (ToolTip = "How often (Hz) the owning client sends aim updates to the server when ClientSideAim is true. Higher values = more accurate server-side aim at the cost of bandwidth. 60 Hz matches typical VR tracking rates. Only relevant when ClientSideAim is enabled. Only the owning client sends these updates (observers skip the RPC).", EditCondition = "ClientSideAim", ClampMin = "1"))
float ClientAimUpdateFrequency = 60.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication", meta = (ToolTip = "Maximum allowed distance (UU/cm) between the client-reported aim position and the server's barrel position. Acts as an anti-cheat clamp: if the client aim is further than this, the server clamps it. 200 = 2 meters. Set higher if the tracker has large offsets from the replicated barrel position.", EditCondition = "ClientSideAim", ClampMin = "0"))
float ClientAimDistanceLimit = 200.0f;
@@ -234,12 +304,24 @@ private:
FVector DebugIMUShockAimOffset = FVector::ZeroVector;
FVector DebugIMUShockPosOffset = FVector::ZeroVector;
// Debug yellow line persistence (shows uncorrected aim after shock)
// Debug yellow line persistence (shows uncorrected raw aim after shock)
bool DebugIMUShockLineCaptured = false;
double DebugIMUShockLineEndTime = 0.0;
FVector DebugIMUShockCapturedLocation = FVector::ZeroVector;
FVector DebugIMUShockCapturedAim = FVector::ForwardVector;
// Debug blue line persistence (shows corrected aim retained for the shot)
bool DebugCorrectedShotLineCaptured = false;
double DebugCorrectedShotLineEndTime = 0.0;
FVector DebugCorrectedShotCapturedLocation = FVector::ZeroVector;
FVector DebugCorrectedShotCapturedAim = FVector::ForwardVector;
// Calibration state
int32 CalibrationShotsCollected = 0;
TArray<FCalibrationShotData> CalibrationShots;
FCalibrationResult LastCalibrationResult;
void ComputeCalibrationResult();
// Kalman filter state
FVector KalmanPosition = FVector::ZeroVector;
FVector KalmanVelocity = FVector::ZeroVector;
@@ -255,7 +337,9 @@ private:
void UpdateTransformHistory();
void ComputeAntiRecoilTransform();
void PredictLinearExtrapolation(double CurrentTime, FVector& OutLocation, FVector& OutAim) const;
void PredictWeightedLinearRegression(double CurrentTime, FVector& OutLocation, FVector& OutAim) const;
void PredictWeightedRegression(double CurrentTime, FVector& OutLocation, FVector& OutAim) const;
void PredictAdaptiveExtrapolation(double CurrentTime, FVector& OutLocation, FVector& OutAim) const;
void UpdateKalmanFilter(double CurrentTime, const FVector& MeasuredLocation, const FVector& MeasuredAim);
void PredictKalmanFilter(double CurrentTime, FVector& OutLocation, FVector& OutAim) const;

35
Unreal/build Lancelot.bat Normal file
View File

@@ -0,0 +1,35 @@
@echo off
chcp 65001 >nul
title Build PS_AI_Agent
echo ============================================================
echo PS_AI_Agent - Compilation plugin ElevenLabs (UE 5.5)
echo ============================================================
echo.
echo ATTENTION : Ferme l'Unreal Editor avant de continuer !
echo (Les DLL seraient verrouillees et la compilation echouerait)
echo.
pause
echo.
echo Compilation en cours...
echo (Seuls les .cpp modifies sont recompiles, ~16s)
echo.
powershell.exe -Command "& 'C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles\RunUAT.bat' BuildEditor -project='E:\ASTERION\GIT\PS_Ballistics\Unreal\PS_Ballistics.uproject' -notools -noP4 2>&1"
echo.
if %ERRORLEVEL% == 0 (
echo ============================================================
echo SUCCES - Compilation terminee sans erreur.
echo Tu peux relancer l'Unreal Editor.
echo ============================================================
) else (
echo ============================================================
echo ECHEC - Erreur de compilation (code %ERRORLEVEL%)
echo Consulte le log ci-dessus pour le detail.
echo ============================================================
)
echo.
pause

1
test.txt Normal file
View File

@@ -0,0 +1 @@
Fichier de test