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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
92 lines
3.5 KiB
Plaintext
92 lines
3.5 KiB
Plaintext
/*
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* Author: commy2
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* Calculate light intensity object 1 recieves from object 2
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*
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* Arguments:
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* 0: Object that recieves light <OBJECT>
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* 1: Object that emits light <OBJECT>
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*
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* Return Value:
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* Brightest light level <NUMBER>
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*
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* Example:
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* [reciever, giver] call ace_common_fnc_lightIntensityFromObject
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params ["_unit", "_lightSource"];
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private _unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
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private _lightLevel = 0;
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if (_lightSource isKindOf "CAManBase") then {
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// handle persons with flashlights
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private _weapon = currentWeapon _lightSource;
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if !(_lightSource isFlashlightOn _weapon) exitWith {};
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private _flashlight = (_lightSource weaponAccessories _weapon) select 1;
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if (getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ACE_laserpointer") == 1) exitWith {_lightLevel = 0};
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private _properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall);
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//_properties = [_flashlight] call FUNC(getLightPropertiesWeapon);
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private _innerAngle = (_properties select 3) / 2;
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private _outerAngle = (_properties select 4) / 2;
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private _position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
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private _direction = _lightSource weaponDirection _weapon;
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private _directionToUnit = _position vectorFromTo _unitPos;
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private _distance = _unitPos distance _position;
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private _angle = acos (_direction vectorDotProduct _directionToUnit);
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_lightLevel = (linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true]);
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} else {
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// handle any object, strcutures, cars, tanks, etc. @todo campfires, burning vehicles
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private _lights = _lightSource call FUNC(getTurnedOnLights);
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{
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private _properties = [[_lightSource, _x], FUNC(getLightProperties), uiNamespace, format [QEGVAR(cache,%1_%2_%3), QUOTE(DFUNC(getLightProperties)), typeOf _lightSource, _x], 1E11] call FUNC(cachedCall);
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//_properties = [_lightSource, _x] call FUNC(getLightProperties);
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// @todo intensity affects range?
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//_properties params ["_intensity"];
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private _innerAngle = (_properties select 3) / 2;
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private _outerAngle = (_properties select 4) / 2;
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// get world position and direction
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private _position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
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private _direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
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_direction = _position vectorFromTo _direction;
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private _directionToUnit = _position vectorFromTo _unitPos;
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private _distance = _unitPos distance _position;
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private _angle = acos (_direction vectorDotProduct _directionToUnit);
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_lightLevel = _lightLevel max ((linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true]));
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//systemChat format ["%1 %2", (linearConversion [0, 30, _distance, 1, 0, true]), (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true])];
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} forEach _lights;
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// handle campfires
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if (inflamed _lightSource) then {
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private _distance = _unitPos distance position _lightSource;
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_lightLevel = _lightLevel max linearConversion [0, 30, _distance, 0.5, 0, true];
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};
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};
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_lightLevel
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