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https://github.com/acemod/ACE3.git
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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
93 lines
3.3 KiB
Plaintext
93 lines
3.3 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Ruthberg
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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 (used in advanced ballistics) <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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* wind speed - m/s <NUMBER>
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*
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* Example:
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* [eyePos ACE_player, true, true, true] call ace_weather_fnc_calculateWindSpeed;
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*
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* Public: No
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*/
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params ["_position", "_windGradientEnabled", "_terrainEffectEnabled", "_obstacleEffectEnabled"];
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private _fnc_polar2vect = {
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params ["_mag","_dir","_elev"];
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private _mag2D = _mag * cos(_elev);
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[_mag2D * sin(_dir), _mag2D * cos(_dir), _mag * sin(_elev)];
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};
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private _windSpeed = vectorMagnitude wind;
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private _windDir = (wind select 0) atan2 (wind select 1);
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private _windDirAdjusted = _windDir + 180;
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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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private _height = (ASLToATL _position) select 2;
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if (_height > 0 && _height < 20) then {
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private _roughnessLength = _position call FUNC(calculateRoughnessLength);
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_windSpeed = _windSpeed * (0 max (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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private _newWindSpeed = 0;
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{
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private _windSource = [100, _windDirAdjusted, _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, _windDirAdjusted + _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, _windDirAdjusted - _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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nil
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} count [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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private _newWindSpeed = 0;
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{
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private _windSource = [20, _windDirAdjusted, _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, _windDirAdjusted + _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, _windDirAdjusted - _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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nil
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} count [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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