/* * Author: commy2 * Calculate light intensity object 1 recieves from object 2 * * Arguments: * 0: Object that recieves light * 1: Object that emits light * * Return Value: * Brightest light level * * Example: * [reciever, giver] call ace_common_fnc_lightIntensityFromObject * * Public: Yes */ #include "script_component.hpp" params ["_unit", "_lightSource"]; private _unitPos = _unit modelToWorld (_unit selectionPosition "spine3"); private _lightLevel = 0; if (_lightSource isKindOf "CAManBase") then { // handle persons with flashlights private _weapon = currentWeapon _lightSource; if !(_lightSource isFlashlightOn _weapon) exitWith {}; private _flashlight = (_lightSource weaponAccessories _weapon) select 1; if (getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ACE_laserpointer") == 1) exitWith {_lightLevel = 0}; private _properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall); //_properties = [_flashlight] call FUNC(getLightPropertiesWeapon); private _innerAngle = (_properties select 3) / 2; private _outerAngle = (_properties select 4) / 2; private _position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand"); private _direction = _lightSource weaponDirection _weapon; private _directionToUnit = _position vectorFromTo _unitPos; private _distance = _unitPos distance _position; private _angle = acos (_direction vectorDotProduct _directionToUnit); _lightLevel = (linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true]); } else { // handle any object, strcutures, cars, tanks, etc. @todo campfires, burning vehicles private _lights = _lightSource call FUNC(getTurnedOnLights); { private _properties = [[_lightSource, _x], FUNC(getLightProperties), uiNamespace, format [QEGVAR(cache,%1_%2_%3), QUOTE(DFUNC(getLightProperties)), typeOf _lightSource, _x], 1E11] call FUNC(cachedCall); //_properties = [_lightSource, _x] call FUNC(getLightProperties); // @todo intensity affects range? //_properties params ["_intensity"]; private _innerAngle = (_properties select 3) / 2; private _outerAngle = (_properties select 4) / 2; // get world position and direction private _position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1)); private _direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2)); _direction = _position vectorFromTo _direction; private _directionToUnit = _position vectorFromTo _unitPos; private _distance = _unitPos distance _position; private _angle = acos (_direction vectorDotProduct _directionToUnit); _lightLevel = _lightLevel max ((linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true])); //systemChat format ["%1 %2", (linearConversion [0, 30, _distance, 1, 0, true]), (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true])]; } forEach _lights; // handle campfires if (inflamed _lightSource) then { private _distance = _unitPos distance position _lightSource; _lightLevel = _lightLevel max linearConversion [0, 30, _distance, 0.5, 0, true]; }; }; _lightLevel