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Moved all wind calculations into the weather module
This commit is contained in:
parent
d6dde3c73f
commit
b03333c9e8
@ -6,9 +6,7 @@ PREP(calculateAmmoTemperatureVelocityShift);
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PREP(calculateAtmosphericCorrection);
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PREP(calculateBarrelLengthVelocityShift);
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PREP(calculateRetardation);
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PREP(calculateRoughnessLength);
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PREP(calculateStabilityFactor);
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PREP(calculateWindSpeed);
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PREP(displayProtractor);
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PREP(handleFired);
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PREP(initializeTerrainExtension);
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@ -1,78 +0,0 @@
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/*
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* Author: Ruthberg
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*
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* Calculates the true wind speed at a given world position
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*
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* Arguments:
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* 0: _this - world position <posASL>
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*
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* Return Value:
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* 0: wind speed - m/s <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_windSpeed", "_windDir", "_height", "_newWindSpeed", "_windSource", "_roughnessLength"];
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fnc_polar2vect = {
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private ["_mag2D"];
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_mag2D = (_this select 0) * cos((_this select 2));
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[_mag2D * sin((_this select 1)), _mag2D * cos((_this select 1)), (_this select 0) * sin((_this select 2))];
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};
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_windSpeed = vectorMagnitude ACE_wind;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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// Wind gradient
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if (_windSpeed > 0.05) then {
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_height = (ASLToATL _this) select 2;
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_height = 0 max _height min 20;
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if (_height < 20) then {
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_roughnessLength = _this call FUNC(calculateRoughnessLength);
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_windSpeed = _windSpeed * ln(_height / _roughnessLength) / ln(20 / _roughnessLength);
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};
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};
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// Terrain effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [100, _windDir + 180, _x] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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} forEach [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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_windSpeed = _newWindSpeed;
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};
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// Obstacle effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [20, _windDir + 180, _x] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
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_windSpeed = _newWindSpeed;
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};
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_windSpeed = 0 max _windSpeed;
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_windSpeed
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@ -1,167 +0,0 @@
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#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {"ACE_Box_Misc", "ACE_bananaItem"};
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weapons[] = {"ACE_ItemCore","ACE_FakePrimaryWeapon", "ACE_Banana"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_main"};
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author[] = {"KoffeinFlummi"};
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authorUrl = "https://github.com/KoffeinFlummi/";
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgSounds.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgActions.hpp"
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#include "CfgMoves.hpp"
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#include "CfgVoice.hpp"
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#include "CfgUnitInsignia.hpp"
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class ACE_Rsc_Display_Base {
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idd = -1;
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type = 0;
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style = 48;
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name = "";
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duration = 999999;
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fadeIn = 0;
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fadeOut = 0;
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font = "TahomaB";
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size = 1;
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colorBackground[] = {1, 1, 1, 0};
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colorText[] = {1, 1, 1, 1};
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};
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class ACE_Rsc_Control_Base {
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idc = 1;
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type = 0;
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style = 48;
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access = 0;
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lineSpacing = 0;
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moving = 1;
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text = "";
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size = 1;
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sizeEx = 0;
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font = "TahomaB";
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colorBackground[] = {1, 1, 1, 0};
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colorText[] = {1, 1, 1, 1};
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x = 0;
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y = 0;
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w = 0;
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h = 0;
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};
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class ACE_Settings {
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/*
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*class GVAR(sampleSetting) {
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* Value
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* value = 1;
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*
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* Type (SCALAR, BOOL, STRING, ARRAY, COLOR)
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* typeName = "SCALAR";
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*
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* Force the setting?
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* force = 0;
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*
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* Does it appear on the options menu?
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* isClientSettable = 1;
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*
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* The following settings only apply when isClientSettable == 1
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* Stringtable entry with the setting name
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* displayName = "$STR_ACE_Common_SettingName";
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*
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* Stringtable entry with the setting description
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* description = "$STR_ACE_Common_SettingDescription";
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*
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* Stringtable entries that describe the options
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* Only applies if typeName == "SCALAR";
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* values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"};
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*};
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*/
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class GVAR(forceAllSettings) {
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value = 0;
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typeName = "BOOL";
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};
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/*class GVAR(enableNumberHotkeys) {
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value = 1;
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typeName = "BOOL";
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isClientSettable = 1;
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displayName = "$STR_ACE_Common_EnableNumberHotkeys";
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};*/
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class GVAR(settingFeedbackIcons) {
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value = 1;
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typeName = "SCALAR";
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force = 0;
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isClientSettable = 1;
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displayName = "$STR_ACE_Common_SettingFeedbackIconsName";
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description = "$STR_ACE_Common_SettingFeedbackIconsDesc";
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values[] = {"Hide", "Top right, downwards", "Top right, to the left", "Top left, downwards", "Top left, to the right"};
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};
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class GVAR(SettingProgressBarLocation) {
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value = 0;
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typeName = "SCALAR";
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force = 0;
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isClientSettable = 1;
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displayName = "$STR_ACE_Common_SettingProgressbarLocationName";
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description = "$STR_ACE_Common_SettingProgressbarLocationDesc";
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values[] = {"Top", "Bottom"};
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};
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class GVAR(displayTextColor) {
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value[] = {0,0,0,0.1};
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typeName = "COLOR";
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isClientSettable = 1;
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displayName = "$STR_ACE_Common_SettingDisplayTextColorName";
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description = "$STR_ACE_Common_SettingDisplayTextColorDesc";
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};
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class GVAR(displayTextFontColor) {
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value[] = {1,1,1,1};
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typeName = "COLOR";
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isClientSettable = 1;
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displayName = "$STR_ACE_Common_SettingDisplayTextFontColorName";
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description = "$STR_ACE_Common_SettingDisplayTextFontColorDesc";
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};
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};
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#include "define.hpp"
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#include <ProgressScreen.hpp>
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#include <HintConfig.hpp>
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#include <RscInfoType.hpp>
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class CfgUIGrids {
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class IGUI {
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class Presets {
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class Arma3 {
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class Variables {
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grid_ACE_displayText[] = {{((safezoneX + safezoneW) - (10 *(((safezoneW / safezoneH) min 1.2) / 40)) - 2.9 *(((safezoneW / safezoneH) min 1.2) / 40)),safeZoneY + 0.175 * safezoneH, (10 *(((safezoneW / safezoneH) min 1.2) / 40)), (2 *((((safezoneW / safezoneH) min 1.2) / 1.2) / 25))}, "(((safezoneW / safezoneH) min 1.2) / 40)","((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"};
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};
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};
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};
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class Variables {
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class grid_ACE_displayText {
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displayName = "ACE Hint";
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description = "Textual in game feedback to the player.";
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preview = "\a3\Ui_f\data\GUI\Cfg\UIGrids\grid_hint_ca.paa";
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saveToProfile[] = {0,1};
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};
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};
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};
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};
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/*
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// check dll
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class RscStandardDisplay;
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class RscDisplayMain: RscStandardDisplay {
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onLoad = QUOTE([ARR_4(""onLoad"",_this,""RscDisplayMain"",'GUI')] call (uinamespace getvariable 'BIS_fnc_initDisplay'); [ARR_5('header','tail',{0},{},_this select 0)] call COMPILE_FILE(functions\fnc_errorMessage));
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};
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*/
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class ACE_Extensions {
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extensions[] = {};
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};
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@ -3,7 +3,6 @@
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ADDON = false;
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PREP(buttonPressed);
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PREP(calculateWindSpeed);
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PREP(canShow);
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PREP(collectData);
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PREP(createKestrelDialog);
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@ -1,68 +0,0 @@
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/*
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* Author: Ruthberg
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*
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* Calculates the wind speed at a given world position
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*
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* Arguments:
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* 0: _this - world position <posASL>
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*
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* Return Value:
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* 0: wind speed - m/s <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_windSpeed", "_windDir", "_newWindSpeed", "_windSource"];
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fnc_polar2vect = {
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private ["_mag2D"];
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_mag2D = (_this select 0) * cos((_this select 2));
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[_mag2D * sin((_this select 1)), _mag2D * cos((_this select 1)), (_this select 0) * sin((_this select 2))];
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};
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_windSpeed = vectorMagnitude ACE_wind;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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// Terrain effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [100, _windDir + 180, _x] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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} forEach [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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_windSpeed = _newWindSpeed;
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};
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// Obstacle effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [20, _windDir + 180, _x] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
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_windSpeed = _newWindSpeed;
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};
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_windSpeed = 0 max _windSpeed;
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_windSpeed
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@ -19,12 +19,13 @@ private ["_playerDir", "_windSpeed", "_windDir"];
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_playerDir = getDir ACE_player;
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_windSpeed = vectorMagnitude ACE_wind;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
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_windSpeed = (eyePos ACE_player) call EFUNC(advanced_ballistics,calculateWindSpeed);
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// With wind gradient
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_windSpeed = [eyePos ACE_player, true, true, true] call EFUNC(weather,calculateWindSpeed);
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_windSpeed = abs(cos(_playerDir - _windDir)) * _windSpeed;
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} else {
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_windSpeed = (eyePos ACE_player) call FUNC(calculateWindSpeed);
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// Without wind gradient
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_windSpeed = [eyePos ACE_player, false, true, true] call EFUNC(weather,calculateWindSpeed);
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};
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if (_windSpeed > 0.3 || {GVAR(MeasuredWindSpeed) > 0.1 && _windSpeed > 0.125}) then {
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@ -5,6 +5,8 @@ ADDON = false;
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PREP(calculateAirDensity);
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PREP(calculateBarometricPressure);
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PREP(calculateRoughnessLength);
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PREP(calculateWindSpeed);
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PREP(displayWindInfo);
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PREP(getMapData);
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PREP(getWind);
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@ -5,7 +5,7 @@ class CfgPatches {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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requiredAddons[] = {"ace_common", "ace_modules"};
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author[] = {"q1184", "Rocko", "esteldunedain", "Ruthberg"};
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VERSION_CONFIG;
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};
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90
addons/weather/functions/fnc_calculateWindSpeed.sqf
Normal file
90
addons/weather/functions/fnc_calculateWindSpeed.sqf
Normal file
@ -0,0 +1,90 @@
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/*
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* Author: Ruthberg
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*
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* Calculates the true wind speed at a given world position
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*
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* Arguments:
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* 0: world position - posASL <POSTION>
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* 1: Account for wind gradient <BOOL>
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* 2: Account for terrain <BOOL>
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* 3: Account for obstacles <BOOL>
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*
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* Return Value:
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* 0: wind speed - m/s <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_windSpeed", "_windDir", "_height", "_newWindSpeed", "_windSource", "_roughnessLength"];
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EXPLODE_4_PVT(_this,_position,_windGradientEnabled,_terrainEffectEnabled,_obstacleEffectEnabled);
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fnc_polar2vect = {
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private ["_mag2D"];
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_mag2D = (_this select 0) * cos((_this select 2));
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[_mag2D * sin((_this select 1)), _mag2D * cos((_this select 1)), (_this select 0) * sin((_this select 2))];
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};
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_windSpeed = vectorMagnitude ACE_wind;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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// Wind gradient
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if (_windGradientEnabled) then {
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if (_windSpeed > 0.05) then {
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_height = (ASLToATL _position) select 2;
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_height = 0 max _height min 20;
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if (_height < 20) then {
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_roughnessLength = _position call FUNC(calculateRoughnessLength);
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_windSpeed = _windSpeed * abs(ln(_height / _roughnessLength) / ln(20 / _roughnessLength));
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};
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};
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};
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// Terrain effect on wind
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if (_terrainEffectEnabled) then {
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [100, _windDir + 180, _x] call fnc_polar2vect;
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if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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} forEach [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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_windSpeed = _newWindSpeed;
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};
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};
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// Obstacle effect on wind
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if (_obstacleEffectEnabled) then {
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [20, _windDir + 180, _x] call fnc_polar2vect;
|
||||
if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith {
|
||||
_newWindSpeed = cos(_x * 2) * _windSpeed;
|
||||
};
|
||||
_windSource = [20, _windDir + 180 + _x, 0] call fnc_polar2vect;
|
||||
if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith {
|
||||
_newWindSpeed = cos(_x * 2) * _windSpeed;
|
||||
};
|
||||
_windSource = [20, _windDir + 180 - _x, 0] call fnc_polar2vect;
|
||||
if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith {
|
||||
_newWindSpeed = cos(_x * 2) * _windSpeed;
|
||||
};
|
||||
} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
|
||||
_windSpeed = _newWindSpeed;
|
||||
};
|
||||
};
|
||||
|
||||
_windSpeed = 0 max _windSpeed;
|
||||
|
||||
_windSpeed
|
@ -38,13 +38,12 @@ GVAR(WindInfo) = true;
|
||||
|
||||
_windIndex = 12;
|
||||
_windColor = [1, 1, 1, 1];
|
||||
|
||||
// Toogle behaviour depending on ace_advanced_ballistics being used or not
|
||||
// @todo, check ACE_AB is actually enabled
|
||||
_windSpeed = if (isClass (configFile >> "CfgPatches" >> "ACE_Advanced_Ballistics")) then {
|
||||
(eyePos ACE_player) call EFUNC(advanced_ballistics,calculateWindSpeed);
|
||||
_windSpeed = if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
|
||||
// With wind gradient
|
||||
[eyePos ACE_player, true, true, true] call FUNC(calculateWindSpeed);
|
||||
} else {
|
||||
vectorMagnitude ACE_wind;
|
||||
// Without wind gradient
|
||||
[eyePos ACE_player, false, true, true] call FUNC(calculateWindSpeed);
|
||||
};
|
||||
|
||||
if (_windSpeed > 0.2) then {
|
||||
|
Loading…
Reference in New Issue
Block a user