ACE3/addons/common/functions/fnc_lightIntensityFromObject.sqf
PabstMirror e8693c8db9
Various - Use configOf command for faster lookup (#8100)
* configOf

* replace some use of CBA_fnc_getObjectConfig
2021-02-18 12:58:08 -06:00

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#include "script_component.hpp"
/*
* 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 <NUMBER>
*
* Example:
* [reciever, giver] call ace_common_fnc_lightIntensityFromObject
*
* Public: Yes
*/
params ["_unit", "_lightSource"];
private _unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
private _lightLevel = 0;
if (_lightSource isKindOf "CAManBase") then {
// handle persons with flashlights
private _weapon = currentWeapon _lightSource;
if !(_lightSource isFlashlightOn _weapon) exitWith {};
private _flashlight = (_lightSource weaponAccessories _weapon) select 1;
if (getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ACE_laserpointer") > 0) exitWith {}; // Red = 1, Green = 2
private _properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall);
//_properties = [_flashlight] call FUNC(getLightPropertiesWeapon);
private _innerAngle = (_properties select 3) / 2;
private _outerAngle = (_properties select 4) / 2;
private _position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
private _direction = _lightSource weaponDirection _weapon;
private _directionToUnit = _position vectorFromTo _unitPos;
private _distance = _unitPos distance _position;
private _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 = _lightSource call FUNC(getTurnedOnLights);
{
private _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?
//_properties params ["_intensity"];
private _innerAngle = (_properties select 3) / 2;
private _outerAngle = (_properties select 4) / 2;
// get world position and direction
private _position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
private _direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
_direction = _position vectorFromTo _direction;
private _directionToUnit = _position vectorFromTo _unitPos;
private _distance = _unitPos distance _position;
private _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;
if (isCollisionLightOn _lightSource) then {
private _markerLights = [
_lightSource,
{configProperties [configOf _this >> "MarkerLights", "isClass _x", true]},
uiNamespace,
format [QEGVAR(cache,MarkerLights_%1), typeOf _lightSource],
1E11
] call FUNC(cachedCall);
{
private _position = _lightSource modelToWorld (_lightSource selectionPosition getText (_x >> "name"));
private _distance = _unitPos distance _position;
_lightLevel = _lightLevel max (linearConversion [0, 10, _distance, 1, 0, true] * linearConversion [0, 1300, getNumber (_x >> "intensity"), 0, 1, true]);
} forEach _markerLights;
};
// handle campfires
if (inflamed _lightSource) then {
private _distance = _unitPos distance position _lightSource;
_lightLevel = _lightLevel max linearConversion [0, 30, _distance, 0.5, 0, true];
};
};
_lightLevel