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@ -1,5 +1,7 @@
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#include "weather.hpp"
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#include <cmath>
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#include <components/esm/weatherstate.hpp>
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#include "../mwbase/environment.hpp"
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@ -427,29 +429,33 @@ void WeatherManager::update(float duration, bool paused)
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else
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mRendering->getSkyManager()->sunEnable();
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// sun angle
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float height;
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//Day duration
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float dayDuration = (mNightStart - 1) - mSunriseTime;
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// Update the sun direction. Run it east to west at 15 degrees south from overhead.
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// The sun's speed at day and night will differ, since mSunriseTime and mNightStart
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// mark when the sun is level with the horizon.
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{
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assert( mNightStart > mSunriseTime );
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// rise at 6, set at 20
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if (mHour >= mSunriseTime && mHour <= mNightStart)
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height = 1 - std::abs(((mHour - dayDuration) / 7.f));
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else if (mHour > mNightStart)
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height = (mHour - mNightStart) / 4.f;
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else //if (mHour > 0 && mHour < 6)
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height = 1 - (mHour / mSunriseTime);
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float adjustedHour = mHour;
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if ( mHour < mSunriseTime )
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adjustedHour += 24.f;
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int facing = (mHour > 13.f) ? 1 : -1;
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const bool is_night = mHour >= mNightStart || mHour <= mSunriseTime;
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const float dayDuration = mNightStart - mSunriseTime;
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const float nightDuration = 24.f - dayDuration;
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bool is_night = mHour >= mNightStart || mHour <= mSunriseTime;
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double theta;
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if ( !is_night ) {
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theta = M_PI * (adjustedHour - mSunriseTime) / dayDuration;
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} else {
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theta = M_PI * (adjustedHour - mNightStart) / nightDuration;
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}
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Vector3 final(
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(height - 1) * facing,
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(height - 1) * facing,
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height);
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mRendering->setSunDirection(final, is_night);
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Vector3 final(
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cos( theta ),
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-0.268, // approx tan( 15 degrees )
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sin( theta ) );
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mRendering->setSunDirection( final, is_night );
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}
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/*
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* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
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