ACE3/addons/weather/functions/fnc_calculateWindSpeed.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

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#include "..\script_component.hpp"
/*
* Author: Ruthberg
* Calculates the true wind speed at a given world position
*
* Arguments:
* 0: world position - posASL <POSTION>
* 1: Account for wind gradient (used in advanced ballistics) <BOOL>
* 2: Account for terrain <BOOL>
* 3: Account for obstacles <BOOL>
*
* Return Value:
* wind speed - m/s <NUMBER>
*
* Example:
* [eyePos ACE_player, true, true, true] call ace_weather_fnc_calculateWindSpeed;
*
* Public: No
*/
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 wind;
private _windDir = (wind select 0) atan2 (wind select 1);
private _windDirAdjusted = _windDir + 180;
// Wind gradient
if (_windGradientEnabled) then {
if (_windSpeed > 0.05) then {
private _height = (ASLToATL _position) select 2;
if (_height > 0 && _height < 20) then {
private _roughnessLength = _position call FUNC(calculateRoughnessLength);
_windSpeed = _windSpeed * (0 max (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;
};
} forEach [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;
};
} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
_windSpeed = _newWindSpeed;
};
};
_windSpeed = 0 max _windSpeed;
_windSpeed