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Merge pull request #1106 from acemod/refactorCalcWindSpeed
Moved all wind calculations into the weather module
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commit
d04ebef519
@ -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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@ -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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@ -5,8 +5,8 @@ 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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author[] = {"q1184", "Rocko", "esteldunedain","Ruthberg"};
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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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};
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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;
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if (!(lineIntersects [_position, _position 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 [_position, _position 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 [_position, _position 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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};
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_windSpeed = 0 max _windSpeed;
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_windSpeed
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@ -38,15 +38,14 @@ GVAR(WindInfo) = true;
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_windIndex = 12;
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_windColor = [1, 1, 1, 1];
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// Toogle behaviour depending on ace_advanced_ballistics being used or not
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// @todo, check ACE_AB is actually enabled
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_windSpeed = if (isClass (configFile >> "CfgPatches" >> "ACE_Advanced_Ballistics")) then {
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(eyePos ACE_player) call EFUNC(advanced_ballistics,calculateWindSpeed);
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_windSpeed = if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
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// With wind gradient
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[eyePos ACE_player, true, true, true] call FUNC(calculateWindSpeed);
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} else {
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vectorMagnitude ACE_wind;
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// Without wind gradient
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[eyePos ACE_player, false, true, true] call FUNC(calculateWindSpeed);
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};
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if (_windSpeed > 0.2) then {
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_playerDir = getDir ACE_player;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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