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106 lines
3.8 KiB
Plaintext
106 lines
3.8 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
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*
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*/
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#include "script_component.hpp"
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private ["_unitPos","_lightLevel"];
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PARAMS_2(_unit,_lightSource);
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_unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
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_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";
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_weapon = currentWeapon _lightSource;
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if !(_lightSource isFlashlightOn _weapon) exitWith {};
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private ["_flashlight", "_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
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_flashlight = switch (_weapon) do {
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case (primaryWeapon _lightSource): {
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primaryWeaponItems _lightSource select 1
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};
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case (secondaryWeapon _lightSource): {
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secondaryWeaponItems _lightSource select 1
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};
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case (handgunWeapon _lightSource): {
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handgunItems _lightSource select 1
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};
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default {""};
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};
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_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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_innerAngle = (_properties select 3) / 2;
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_outerAngle = (_properties select 4) / 2;
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_position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
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_direction = _lightSource weaponDirection _weapon;
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_directionToUnit = _position vectorFromTo _unitPos;
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_distance = _unitPos distance _position;
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_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";
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_lights = [_lightSource] call FUNC(getTurnedOnLights);
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{
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private ["_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
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_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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//_intensity = _properties select 0;
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_innerAngle = (_properties select 3) / 2;
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_outerAngle = (_properties select 4) / 2;
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// get world position and direction
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_position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
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_direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
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_direction = _position vectorFromTo _direction;
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_directionToUnit = _position vectorFromTo _unitPos;
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_distance = _unitPos distance _position;
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_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";
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_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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