Implement vanilla-style wind speed calculations (bug #4449)

pull/556/head
Andrei Kortunov 5 years ago
parent 822b20ef46
commit e5564df8cb

@ -27,6 +27,7 @@
Bug #4383: Bow model obscures crosshair when arrow is drawn
Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
Bug #4411: Reloading a saved game while falling prevents damage in some cases
Bug #4449: Value returned by GetWindSpeed is incorrect
Bug #4540: Rain delay when exiting water
Bug #4600: Crash when no sound output is available or --no-sound is used.
Bug #4639: Black screen after completing first mages guild mission + training

@ -1625,7 +1625,8 @@ void SkyManager::updateRainParameters()
{
if (mRainShooter)
{
float windFactor = mWindSpeed/3.f;
// Note: an arbitrary value. An original engine seems to use a different approach to rotate raindrops.
float windFactor = mWindSpeed/32.f;
float angle = windFactor * osg::PI/4;
mRainShooter->setVelocity(osg::Vec3f(0, mRainSpeed * windFactor, -mRainSpeed));
mRainShooter->setAngle(angle);

@ -68,6 +68,8 @@ namespace MWRender
float mDLFogOffset;
float mWindSpeed;
float mCurrentWindSpeed;
float mNextWindSpeed;
float mCloudSpeed;

@ -538,6 +538,8 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, MWWorld::E
, mMasser("Masser")
, mSecunda("Secunda")
, mWindSpeed(0.f)
, mCurrentWindSpeed(0.f)
, mNextWindSpeed(0.f)
, mIsStorm(false)
, mPrecipitation(false)
, mStormDirection(0,1,0)
@ -663,6 +665,40 @@ void WeatherManager::playerTeleported(const std::string& playerRegion, bool isEx
}
}
osg::Vec3f WeatherManager::calculateStormDirection()
{
osg::Vec3f playerPos (MWMechanics::getPlayer().getRefData().getPosition().asVec3());
playerPos.z() = 0;
osg::Vec3f redMountainPos (25000, 70000, 0);
osg::Vec3f stormDirection = (playerPos - redMountainPos);
stormDirection.normalize();
return stormDirection;
}
float WeatherManager::calculateWindSpeed(int weatherId, float currentSpeed)
{
float targetSpeed = std::min(8.0f * mWeatherSettings[weatherId].mWindSpeed, 70.f);
if (currentSpeed == 0.f)
currentSpeed = targetSpeed;
float multiplier = mWeatherSettings[weatherId].mRainEffect.empty() ? 1.f : 0.5f;
float updatedSpeed = (Misc::Rng::rollClosedProbability() - 0.5f) * multiplier * targetSpeed + currentSpeed;
if (updatedSpeed > 0.5f * targetSpeed && updatedSpeed < 2.f * targetSpeed)
{
currentSpeed = updatedSpeed;
}
// Take in account direction to the Red Mountain, when needed
if (weatherId == 6 || weatherId == 7)
{
currentSpeed = (calculateStormDirection() * currentSpeed).length();
}
return currentSpeed;
}
void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior)
{
MWWorld::ConstPtr player = MWMechanics::getPlayer();
@ -695,12 +731,21 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
{
mRendering.setSkyEnabled(false);
stopSounds();
mWindSpeed = 0.f;
mCurrentWindSpeed = 0.f;
mNextWindSpeed = 0.f;
return;
}
calculateWeatherResult(time.getHour(), duration, paused);
mWindSpeed = mResult.mWindSpeed;
if (!paused)
{
mWindSpeed = mResult.mWindSpeed;
mCurrentWindSpeed = mResult.mCurrentWindSpeed;
mNextWindSpeed = mResult.mNextWindSpeed;
}
mIsStorm = mResult.mIsStorm;
// For some reason Ash Storm is not considered as a precipitation weather in game
@ -709,11 +754,7 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
if (mIsStorm)
{
osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
playerPos.z() = 0;
osg::Vec3f redMountainPos (25000, 70000, 0);
mStormDirection = (playerPos - redMountainPos);
mStormDirection.normalize();
mStormDirection = calculateStormDirection();
mRendering.getSkyManager()->setStormDirection(mStormDirection);
}
@ -1096,7 +1137,9 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
mResult.mCloudTexture = current.mCloudTexture;
mResult.mCloudBlendFactor = 0;
mResult.mWindSpeed = current.mWindSpeed;
mResult.mNextWindSpeed = 0;
mResult.mWindSpeed = mResult.mCurrentWindSpeed = calculateWindSpeed(weatherID, mWindSpeed);
mResult.mCloudSpeed = current.mCloudSpeed;
mResult.mGlareView = current.mGlareView;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
@ -1180,7 +1223,11 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor);
mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, factor);
mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
mResult.mCurrentWindSpeed = calculateWindSpeed(mCurrentWeather, mCurrentWindSpeed);
mResult.mNextWindSpeed = calculateWindSpeed(mNextWeather, mNextWindSpeed);
mResult.mWindSpeed = lerp(mResult.mCurrentWindSpeed, mResult.mNextWindSpeed, factor);
mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);

@ -325,6 +325,8 @@ namespace MWWorld
MoonModel mSecunda;
float mWindSpeed;
float mCurrentWindSpeed;
float mNextWindSpeed;
bool mIsStorm;
bool mPrecipitation;
osg::Vec3f mStormDirection;
@ -355,6 +357,7 @@ namespace MWWorld
bool updateWeatherRegion(const std::string& playerRegion);
void updateWeatherTransitions(const float elapsedRealSeconds);
void forceWeather(const int weatherID);
osg::Vec3f calculateStormDirection();
bool inTransition();
void addWeatherTransition(const int weatherID);
@ -362,6 +365,7 @@ namespace MWWorld
void calculateWeatherResult(const float gameHour, const float elapsedSeconds, const bool isPaused);
void calculateResult(const int weatherID, const float gameHour);
void calculateTransitionResult(const float factor, const float gameHour);
float calculateWindSpeed(int weatherId, float currentSpeed);
};
}

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