/* * Author: Ruthberg * Calculates the true wind speed at a given world position * * Arguments: * 0: world position - posASL * 1: Account for wind gradient (used in advanced ballistics) * 2: Account for terrain * 3: Account for obstacles * * Return Value: * wind speed - m/s * * Example: * [eyePos ACE_player, true, true, true] call ace_weather_fnc_calculateWindSpeed; * * Public: No */ #include "script_component.hpp" params ["_position", "_windGradientEnabled", "_terrainEffectEnabled", "_obstacleEffectEnabled"]; private _fnc_polar2vect = { params ["_mag","_dir","_elev"]; private _mag2D = _mag * cos(_elev); [_mag2D * sin(_dir), _mag2D * cos(_dir), _mag * sin(_elev)]; }; private _windSpeed = vectorMagnitude ACE_wind; private _windDir = (ACE_wind select 0) atan2 (ACE_wind select 1); private _windDirAdjusted = _windDir + 180; // Wind gradient if (_windGradientEnabled) then { if (_windSpeed > 0.05) then { private _height = (ASLToATL _position) select 2; _height = 0 max _height min 20; if (_height < 20) then { private _roughnessLength = _position call FUNC(calculateRoughnessLength); _windSpeed = _windSpeed * abs(ln(_height / _roughnessLength) / ln(20 / _roughnessLength)); }; }; }; // Terrain effect on wind if (_terrainEffectEnabled) then { if (_windSpeed > 0.05) then { private _newWindSpeed = 0; { private _windSource = [100, _windDirAdjusted, _x] call _fnc_polar2vect; if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 9) * _windSpeed; }; _windSource = [100, _windDirAdjusted + _x, 0] call _fnc_polar2vect; if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 9) * _windSpeed; }; _windSource = [100, _windDirAdjusted - _x, 0] call _fnc_polar2vect; if (!(terrainIntersectASL [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 9) * _windSpeed; }; nil } count [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]; _windSpeed = _newWindSpeed; }; }; // Obstacle effect on wind if (_obstacleEffectEnabled) then { if (_windSpeed > 0.05) then { private _newWindSpeed = 0; { private _windSource = [20, _windDirAdjusted, _x] call _fnc_polar2vect; if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 2) * _windSpeed; }; _windSource = [20, _windDirAdjusted + _x, 0] call _fnc_polar2vect; if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 2) * _windSpeed; }; _windSource = [20, _windDirAdjusted - _x, 0] call _fnc_polar2vect; if (!(lineIntersects [_position, _position vectorAdd _windSource])) exitWith { _newWindSpeed = cos(_x * 2) * _windSpeed; }; nil } count [0, 5, 10, 15, 20, 25, 30, 35, 40, 45]; _windSpeed = _newWindSpeed; }; }; _windSpeed = 0 max _windSpeed; _windSpeed