mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
1ae69d56ff
142 directional light for map effects
110 lines
3.9 KiB
Plaintext
110 lines
3.9 KiB
Plaintext
/*
|
|
* Author: commy2
|
|
* Calculate light intensity object 1 recieves from object 2
|
|
*
|
|
* Arguments:
|
|
* 0: Object that recieves light (Object)
|
|
* 1: Object that emits light (Object)
|
|
*
|
|
* Return Value:
|
|
* Brightest light level
|
|
*
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
private ["_unit", "_lightSource"];
|
|
|
|
_unit = _this select 0;
|
|
_lightSource = _this select 1;
|
|
|
|
private "_unitPos";
|
|
_unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
|
|
|
|
private "_lightLevel";
|
|
_lightLevel = 0;
|
|
|
|
if (_lightSource isKindOf "CAManBase") then {
|
|
// handle persons with flashlights
|
|
|
|
private "_weapon";
|
|
_weapon = currentWeapon _lightSource;
|
|
|
|
if !(_lightSource isFlashlightOn _weapon) exitWith {};
|
|
|
|
private ["_flashlight", "_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
|
|
|
|
_flashlight = switch (_weapon) do {
|
|
case (primaryWeapon _lightSource): {
|
|
primaryWeaponItems _lightSource select 1
|
|
};
|
|
case (secondaryWeapon _lightSource): {
|
|
secondaryWeaponItems _lightSource select 1
|
|
};
|
|
case (handgunWeapon _lightSource): {
|
|
handgunItems _lightSource select 1
|
|
};
|
|
default {""};
|
|
};
|
|
|
|
_properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall);
|
|
//_properties = [_flashlight] call FUNC(getLightPropertiesWeapon);
|
|
|
|
_innerAngle = (_properties select 3) / 2;
|
|
_outerAngle = (_properties select 4) / 2;
|
|
|
|
_position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
|
|
_direction = _lightSource weaponDirection _weapon;
|
|
|
|
_directionToUnit = _position vectorFromTo _unitPos;
|
|
|
|
_distance = _unitPos distance _position;
|
|
_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";
|
|
_lights = [_lightSource] call FUNC(getTurnedOnLights);
|
|
|
|
{
|
|
private ["_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
|
|
|
|
_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?
|
|
//_intensity = _properties select 0;
|
|
|
|
_innerAngle = (_properties select 3) / 2;
|
|
_outerAngle = (_properties select 4) / 2;
|
|
|
|
// get world position and direction
|
|
_position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
|
|
_direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
|
|
|
|
_direction = _position vectorFromTo _direction;
|
|
_directionToUnit = _position vectorFromTo _unitPos;
|
|
|
|
_distance = _unitPos distance _position;
|
|
_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";
|
|
_distance = _unitPos distance position _lightSource;
|
|
|
|
_lightLevel = _lightLevel max linearConversion [0, 30, _distance, 0.5, 0, true];
|
|
};
|
|
|
|
};
|
|
|
|
_lightLevel
|