CT v0.0.3

This commit is contained in:
funkyfranky
2018-10-12 16:16:39 +02:00
parent eda359e20f
commit 33509a49e0
2 changed files with 245 additions and 81 deletions

View File

@@ -696,6 +696,105 @@ function POSITIONABLE:GetAoA()
return nil
end
--- Returns the unit's climb or descent angle.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number Climb or descent angle in degrees.
function POSITIONABLE:GetAoA()
-- Get position of the unit.
local unitpos = self:GetPosition()
if unitpos then
-- Get velocity vector of the unit.
local unitvel = self:GetVelocityVec3()
if unitvel and UTILS.VecNorm(unitvel)~=0 then
return math.asin(unitvel.y/UTILS.VecNorm(unitvel))
end
end
end
--- Returns the pitch angle of a unit.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number Pitch ange in degrees.
function POSITIONABLE:GetPitch()
-- Get position of the unit.
local unitpos = self:GetPosition()
if unitpos then
return math.deg(math.asin(unitpos.x.y))
end
return nil
end
--- Returns the roll angle of a unit.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number Pitch ange in degrees.
function POSITIONABLE:GetRoll()
-- Get position of the unit.
local unitpos = self:GetPosition()
if unitpos then
--first, make a vector that is perpendicular to y and unitpos.x with cross product
local cp = UTILS.VecCross(unitpos.x, {x = 0, y = 1, z = 0})
--now, get dot product of of this cross product with unitpos.z
local dp = UTILS.VecDot(cp, unitpos.z)
--now get the magnitude of the roll (magnitude of the angle between two vectors is acos(vec1.vec2/|vec1||vec2|)
local Roll = math.acos(dp/(UTILS.VecNorm(cp)*UTILS.VecNorm(unitpos.z)))
--now, have to get sign of roll.
-- by convention, making right roll positive
-- to get sign of roll, use the y component of unitpos.z. For right roll, y component is negative.
if unitpos.z.y > 0 then -- left roll, flip the sign of the roll
Roll = -Roll
end
return math.deg(Roll)
end
end
--- Returns the yaw angle of a unit.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number Yaw ange in degrees.
function POSITIONABLE:GetYaw()
local unitpos = self:GetPosition()
if unitpos then
-- get unit velocity
local unitvel = self:GetVelocityVec3()
if unitvel and UTILS.VecNorm(unitvel) ~= 0 then --must have non-zero velocity!
local AxialVel = {} --unit velocity transformed into aircraft axes directions
--transform velocity components in direction of aircraft axes.
AxialVel.x = UTILS.VecDot(unitpos.x, unitvel)
AxialVel.y = UTILS.VecDot(unitpos.y, unitvel)
AxialVel.z = UTILS.VecDot(unitpos.z, unitvel)
--Yaw is the angle between unitpos.x and the x and z velocities
--define right yaw as positive
local Yaw = math.acos(UTILS.VecDot({x = 1, y = 0, z = 0}, {x = AxialVel.x, y = 0, z = AxialVel.z})/UTILS.VecNorm({x = AxialVel.x, y = 0, z = AxialVel.z}))
--now set correct direction:
if AxialVel.z > 0 then
Yaw = -Yaw
end
return Yaw
end
end
end
--- Returns the message text with the callsign embedded (if there is one).
-- @param #POSITIONABLE self