From 29c0d81c279282dc01c868edf6885cb40b8900e3 Mon Sep 17 00:00:00 2001 From: Niels Vaes Date: Sat, 2 Dec 2023 20:33:30 +0100 Subject: [PATCH 1/3] Update on the ZONE_POLYGON class, so we can finally use it with drawings made in the Mission Editor as well. Supports closed line segments, rects and freely drawn polygons. Added the correct way of generating a point within a polygon with trial and error Added a way to get the surface area. Added a helper class (_ZONE_TRIANGLE), which shouldn't ever be used on its own. It's there to support the update ZONE_POLYGON. Some test code, assuming there's a poygon drawn in the mission editor called "poly": ```Lua -- make a new zone from a drawing poly = ZONE_POLYGON:NewFromDrawing("poly") -- draw the zone for everyone, include the individual triangles that make up the polygon poly:DrawZone(-1, {1,0,0}, 1, {1,0,0}, 255, 4, false, true) -- generate 500 random points, evenly distributed in the polygon for i=1, 500 do COORDINATE:NewFromVec2(poly:GetRandomVec2()):CircleToAll(1000) end -- remove the drawing from the game poly:UndrawZone() ``` --- Moose Development/Moose/Core/Zone.lua | 404 +++++++++++++++++++++----- 1 file changed, 336 insertions(+), 68 deletions(-) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index aaff86ce7..8d5ca1509 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -46,7 +46,7 @@ -- === -- -- ### Author: **FlightControl** --- ### Contributions: **Applevangelist**, **FunkyFranky** +-- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit** -- -- === -- @@ -479,8 +479,12 @@ function ZONE_BASE:UndrawZone(Delay) if Delay and Delay>0 then self:ScheduleOnce(Delay, ZONE_BASE.UndrawZone, self) else - if self.DrawID then + if self.DrawID and type(self.DrawID) ~= "table" then UTILS.RemoveMark(self.DrawID) + else -- DrawID is a table with a collections of mark ids, as used in ZONE_POLYGON + for _, mark_id in pairs(self.DrawID) do + UTILS.RemoveMark(mark_id) + end end end return self @@ -1994,6 +1998,97 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer ) end + +--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua +--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for +--- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of +--- a polygon. +-- @type _ZONE_TRIANGLE +-- @extends #BASE + +_ZONE_TRIANGLE = { + ClassName="ZONE_TRIANGLE", + Points={}, + Coords={}, + CenterVec2={x=0, y=0}, + SurfaceArea=0, + DrawIDs={} +} + +function _ZONE_TRIANGLE:New(p1, p2, p3) + local self = BASE:Inherit(self, BASE:New()) + self.Points = {p1, p2, p3} + + local center_x = (p1.x + p2.x + p3.x) / 3 + local center_y = (p1.y + p2.y + p3.y) / 3 + self.CenterVec2 = {x=center_x, y=center_y} + + for _, pt in pairs({p1, p2, p3}) do + table.add(self.Coords, COORDINATE:NewFromVec2(pt)) + end + + self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5 + + return self +end + +--- Checks if a point is contained within the triangle. +-- @param #table pt The point to check +-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it +-- @return #bool True if the point is contained, false otherwise +function _ZONE_TRIANGLE:ContainsPoint(pt, points) + points = points or self.Points + + local function sign(p1, p2, p3) + return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y) + end + + local d1 = sign(pt, self.Points[1], self.Points[2]) + local d2 = sign(pt, self.Points[2], self.Points[3]) + local d3 = sign(pt, self.Points[3], self.Points[1]) + + local has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0) + local has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0) + + return not (has_neg and has_pos) +end + +--- Returns a random Vec2 within the triangle. +-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it +-- @return #table The random Vec2 +function _ZONE_TRIANGLE:GetRandomVec2(points) + points = points or self.Points + local pt = {math.random(), math.random()} + table.sort(pt) + local s = pt[1] + local t = pt[2] - pt[1] + local u = 1 - pt[2] + + return {x = s * points[1].x + t * points[2].x + u * points[3].x, + y = s * points[1].y + t * points[2].y + u * points[3].y} +end + +--- Draw the triangle +function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) + Coalition=Coalition or -1 + + Color=Color or {1, 0, 0 } + Alpha=Alpha or 1 + + FillColor=FillColor or Color + if not FillColor then UTILS.DeepCopy(Color) end + FillAlpha=FillAlpha or Alpha + if not FillAlpha then FillAlpha=1 end + + for i=1, #self.Coords do + local c1 = self.Coords[i] + local c2 = self.Coords[i % #self.Coords + 1] + table.add(self.DrawIDs, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly)) + end + return self.DrawIDs +end + + --- -- @type ZONE_POLYGON_BASE -- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. @@ -2021,7 +2116,10 @@ end -- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE = { ClassName="ZONE_POLYGON_BASE", - } + _Triangles={}, -- _ZONE_TRIANGLES + SurfaceArea=0, + DrawID={} -- making a table out of the MarkID so its easier to draw an n-sided polygon, see ZONE_POLYGON_BASE:Draw() +} --- A 2D points array. -- @type ZONE_POLYGON_BASE.ListVec2 @@ -2055,9 +2153,101 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) end + -- triangulate the polygon so we can work with it + self._Triangles = self:_Triangulate() + -- set the polygon's surface area + self.SurfaceArea = self:_CalculateSurfaceArea() + return self end +--- Triangulates the polygon. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua +-- @return #table The #_TRIANGLE list that make up +function ZONE_POLYGON_BASE:_Triangulate() + local points = self._.Polygon + local triangles = {} + + local function get_orientation(shape_points) + local sum = 0 + for i = 1, #shape_points do + local j = i % #shape_points + 1 + sum = sum + (shape_points[j].x - shape_points[i].x) * (shape_points[j].y + shape_points[i].y) + end + return sum >= 0 and "clockwise" or "counter-clockwise" -- sum >= 0, return "clockwise", else return "counter-clockwise" + end + + local function ensure_clockwise(shape_points) + local orientation = get_orientation(shape_points) + if orientation == "counter-clockwise" then + -- Reverse the order of shape_points so they're clockwise + local reversed = {} + for i = #shape_points, 1, -1 do + table.insert(reversed, shape_points[i]) + end + return reversed + end + return shape_points + end + + local function is_clockwise(p1, p2, p3) + local cross_product = (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x) + return cross_product < 0 + end + + local function divide_recursively(shape_points) + if #shape_points == 3 then + table.insert(triangles, _ZONE_TRIANGLE:New(shape_points[1], shape_points[2], shape_points[3])) + elseif #shape_points > 3 then -- find an ear -> a triangle with no other points inside it + for i, p1 in ipairs(shape_points) do + local p2 = shape_points[(i % #shape_points) + 1] + local p3 = shape_points[(i + 1) % #shape_points + 1] + local triangle = _ZONE_TRIANGLE:New(p1, p2, p3) + local is_ear = true + + if not is_clockwise(p1, p2, p3) then + is_ear = false + else + for _, point in ipairs(shape_points) do + if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then + is_ear = false + break + end + end + end + + if is_ear then + -- Check if any point in the original polygon is inside the ear triangle + local is_valid_triangle = true + for _, point in ipairs(points) do + if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then + is_valid_triangle = false + break + end + end + if is_valid_triangle then + table.insert(triangles, triangle) + local remaining_points = {} + for j, point in ipairs(shape_points) do + if point ~= p2 then + table.insert(remaining_points, point) + end + end + divide_recursively(remaining_points) + break + end + else + + end + end + end + end + + points = ensure_clockwise(points) + divide_recursively(points) + return triangles +end + --- Update polygon points with an array of @{DCS#Vec2}. -- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE.ListVec2 Vec2Array An array of @{DCS#Vec2}, forming a polygon. @@ -2072,6 +2262,10 @@ function ZONE_POLYGON_BASE:UpdateFromVec2(Vec2Array) self._.Polygon[i].y=Vec2Array[i].y end + -- triangulate the polygon so we can work with it + self._Triangles = self:_Triangulate() + -- set the polygon's surface area + self.SurfaceArea = self:_CalculateSurfaceArea() return self end @@ -2089,9 +2283,24 @@ function ZONE_POLYGON_BASE:UpdateFromVec3(Vec3Array) self._.Polygon[i].y=Vec3Array[i].z end + -- triangulate the polygon so we can work with it + self._Triangles = self:_Triangulate() + -- set the polygon's surface area + self.SurfaceArea = self:_CalculateSurfaceArea() return self end +--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua +-- @return #number The surface area of the polygon +function ZONE_POLYGON_BASE:_CalculateSurfaceArea() + local area = 0 + for _, triangle in pairs(self._Triangles) do + area = area + triangle.SurfaceArea + end + return area +end + --- Returns the center location of the polygon. -- @param #ZONE_POLYGON_BASE self -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. @@ -2233,63 +2442,77 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound ) return self end ---- Draw the zone on the F10 map. **NOTE** Currently, only polygons **up to ten points** are supported! +--- Draw the zone on the F10 map. Infinite number of points supported +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua -- @param #ZONE_POLYGON_BASE self -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red. -- @param #number Alpha Transparency [0,1]. Default 1. --- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. --- @param #number FillAlpha Transparency [0,1]. Default 0.15. +-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work +-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work -- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @return #ZONE_POLYGON_BASE self -function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) +function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, IncludeTriangles) + if self._.Polygon and #self._.Polygon >= 3 then + Coalition = Coalition or self:GetDrawCoalition() - if self._.Polygon and #self._.Polygon>=3 then + -- Set draw coalition. + self:SetDrawCoalition(Coalition) - local coordinate=COORDINATE:NewFromVec2(self._.Polygon[1]) + Color = Color or self:GetColorRGB() + Alpha = Alpha or 1 - Coalition=Coalition or self:GetDrawCoalition() + -- Set color. + self:SetColor(Color, Alpha) - -- Set draw coalition. - self:SetDrawCoalition(Coalition) + FillColor = FillColor or self:GetFillColorRGB() + if not FillColor then + UTILS.DeepCopy(Color) + end + FillAlpha = FillAlpha or self:GetFillColorAlpha() + if not FillAlpha then + FillAlpha = 0.15 + end - Color=Color or self:GetColorRGB() - Alpha=Alpha or 1 + -- Set fill color -----------> has fill color worked in recent versions of DCS? + -- doing something like + -- + -- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "") + -- + -- doesn't seem to fill in the shape for an n-sided polygon + self:SetFillColor(FillColor, FillAlpha) - -- Set color. - self:SetColor(Color, Alpha) - - FillColor=FillColor or self:GetFillColorRGB() - if not FillColor then UTILS.DeepCopy(Color) end - FillAlpha=FillAlpha or self:GetFillColorAlpha() - if not FillAlpha then FillAlpha=0.15 end - - -- Set fill color. - self:SetFillColor(FillColor, FillAlpha) - - if #self._.Polygon==4 then - - local Coord2=COORDINATE:NewFromVec2(self._.Polygon[2]) - local Coord3=COORDINATE:NewFromVec2(self._.Polygon[3]) - local Coord4=COORDINATE:NewFromVec2(self._.Polygon[4]) - - self.DrawID=coordinate:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) - - else - - local Coordinates=self:GetVerticiesCoordinates() - table.remove(Coordinates, 1) - - self.DrawID=coordinate:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) + IncludeTriangles = IncludeTriangles or false + -- just draw the triangles, we get the outline for free + if IncludeTriangles then + for _, triangle in pairs(self._Triangles) do + local draw_ids = triangle:Draw() + table.combine(self.DrawID, draw_ids) + end + -- draw outline only + else + local coords = self:GetVerticiesCoordinates() + for i = 1, #coords do + local c1 = coords[i] + local c2 = coords[i % #coords + 1] + table.add(self.DrawID, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly)) + end + end end - - end - - return self + return self end +--- Get the surface area of this polygon +-- @param #ZONE_POLYGON_BASE self +-- @return #number Surface area +function ZONE_POLYGON_BASE:GetSurfaceArea() + return self.SurfaceArea +end + + + --- Get the smallest radius encompassing all points of the polygon zone. -- @param #ZONE_POLYGON_BASE self -- @return #number Radius of the zone in meters. @@ -2449,7 +2672,7 @@ end -- @return #boolean true if the location is within the zone. function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) self:F2( Vec2 ) - if not Vec2 then return false end + if not Vec2 then return false end local Next local Prev local InPolygon = false @@ -2479,40 +2702,34 @@ end -- @return #boolean true if the point is within the zone. function ZONE_POLYGON_BASE:IsVec3InZone( Vec3 ) self:F2( Vec3 ) - - if not Vec3 then return false end - + + if not Vec3 then return false end + local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) return InZone end --- Define a random @{DCS#Vec2} within the zone. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua -- @param #ZONE_POLYGON_BASE self -- @return DCS#Vec2 The Vec2 coordinate. function ZONE_POLYGON_BASE:GetRandomVec2() - - -- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way... - - -- Get the bounding square. - local BS = self:GetBoundingSquare() - - local Nmax=1000 ; local n=0 - while n= random_weight then + return triangle:GetRandomVec2() + end + end end --- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. @@ -2649,7 +2866,8 @@ end -- @extends #ZONE_POLYGON_BASE ---- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. +--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool +--- in the Mission Editor -- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. -- -- ## Declare a ZONE_POLYGON directly in the DCS mission editor! @@ -2672,6 +2890,13 @@ end -- then SetZone would contain the ZONE_POLYGON object `DefenseZone` as part of the zone collection, -- without much scripting overhead! -- +-- This class now also supports drawings made with the Draw tool in the Mission Editor. Any drawing made with Line > Segments > Closed, Polygon > Rect or Polygon > Free can be +-- made into a ZONE_POLYGON. +-- +-- This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses. +-- You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example. + + -- @field #ZONE_POLYGON ZONE_POLYGON = { ClassName="ZONE_POLYGON", @@ -2732,6 +2957,49 @@ function ZONE_POLYGON:NewFromGroupName( GroupName ) return self end +--- Constructor to create a ZONE_POLYGON instance, taking the name of a drawing made with the draw tool in the Mission Editor. +-- @param #ZONE_POLYGON self +-- @param #string DrawingName The name of the drawing in the Mission Editor +-- @return #ZONE_POLYGON self +function ZONE_POLYGON:NewFromDrawing(DrawingName) + local points = {} + for _, layer in pairs(env.mission.drawings.layers) do + for _, object in pairs(layer["objects"]) do + if object["name"] == DrawingName then + if (object["primitiveType"] == "Line" and object["closed"] == true) or (object["polygonMode"] == "free") then + -- points for the drawings are saved in local space, so add the object's map x and y coordinates to get + -- world space points we can use + for _, point in UTILS.spairs(object["points"]) do + local p = {x = object["mapX"] + point["x"], + y = object["mapY"] + point["y"] } + table.add(points, p) + end + elseif object["polygonMode"] == "rect" then + -- the points for a rect are saved as local coordinates with an angle. To get the world space points from this + -- we need to rotate the points around the center of the rects by an angle. UTILS.RotatePointAroundPivot was + -- committed in an earlier commit + local angle = object["angle"] + local half_width = object["width"] / 2 + local half_height = object["height"] / 2 + + local center = { x = object["mapX"], y = object["mapY"] } + local p1 = UTILS.RotatePointAroundPivot({ x = center.x - half_height, y = center.y + half_width }, center, angle) + local p2 = UTILS.RotatePointAroundPivot({ x = center.x + half_height, y = center.y + half_width }, center, angle) + local p3 = UTILS.RotatePointAroundPivot({ x = center.x + half_height, y = center.y - half_width }, center, angle) + local p4 = UTILS.RotatePointAroundPivot({ x = center.x - half_height, y = center.y - half_width }, center, angle) + + points = {p1, p2, p3, p4} + else + -- something else that might be added in the future + end + end + end + end + local self = BASE:Inherit(self, ZONE_POLYGON_BASE:New(DrawingName, points)) + _EVENTDISPATCHER:CreateEventNewZone(self) + return self +end + --- Find a polygon zone in the _DATABASE using the name of the polygon zone. -- @param #ZONE_POLYGON self From 31bdde130ab12b232b893d038da6fe6ff8a63c9e Mon Sep 17 00:00:00 2001 From: Thomas <72444570+Applevangelist@users.noreply.github.com> Date: Sun, 3 Dec 2023 09:26:09 +0100 Subject: [PATCH 2/3] Update Event.lua (#2056) Fix for playername in weapon target --- Moose Development/Moose/Core/Event.lua | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index b5122c04e..d3a105631 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -1348,7 +1348,8 @@ function EVENT:onEvent( Event ) Event.Weapon = Event.weapon Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! - Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() + Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName() + --Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() From fd191be27491bcc9fc552596a6971bb8886d3c10 Mon Sep 17 00:00:00 2001 From: Niels Vaes Date: Sun, 3 Dec 2023 11:34:52 +0100 Subject: [PATCH 3/3] Added ZONE_OVAL. (#2057) * Added ZONE_OVAL. This can be useful for simulating the area of a view zone from an object looking down at the ground for example. Can be constructed from a Mission Editor drawing. * add to DB --- Moose Development/Moose/Core/Zone.lua | 310 ++++++++++++++++++++++---- 1 file changed, 262 insertions(+), 48 deletions(-) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 8d5ca1509..6014c7f92 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -111,7 +111,7 @@ -- ## A zone might have additional Properties created in the DCS Mission Editor, which can be accessed: -- -- *@{#ZONE_BASE.GetProperty}(): Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. --- *@{#ZONE_BASE.GetAllProperties}(): Returns the zone Properties table. +-- *@{#ZONE_BASE.GetAllProperties}(): Returns the zone Properties table. -- -- @field #ZONE_BASE ZONE_BASE = { @@ -313,7 +313,7 @@ function ZONE_BASE:Get2DDistance(Coordinate) else b.x=Coordinate.x b.y=Coordinate.y - end + end local dist=UTILS.VecDist2D(a,b) return dist end @@ -579,17 +579,17 @@ end -- @usage -- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving -- local triggerzone = ZONE:New("ZonetoWatch"):Trigger(GROUP:FindByName("Aerial-1")) --- +-- -- -- This FSM function will be called when the group enters the zone -- function triggerzone:OnAfterEnteredZone(From,Event,To,Group) -- MESSAGE:New("Group has entered zone!",15):ToAll() -- end --- +-- -- -- This FSM function will be called when the group leaves the zone -- function triggerzone:OnAfterLeftZone(From,Event,To,Group) -- MESSAGE:New("Group has left zone!",15):ToAll() -- end --- +-- -- -- Stop watching the zone after 1 hour -- triggerzone:__TriggerStop(3600) function ZONE_BASE:Trigger(Objects) @@ -610,20 +610,20 @@ function ZONE_BASE:Trigger(Objects) self:_TriggerCheck(true) self:__TriggerRunCheck(self.Checktime) return self - + ------------------------ --- Pseudo Functions --- ------------------------ - + --- Triggers the FSM event "TriggerStop". Stops the ZONE_BASE Trigger. -- @function [parent=#ZONE_BASE] TriggerStop -- @param #ZONE_BASE self - --- Triggers the FSM event "TriggerStop" after a delay. + --- Triggers the FSM event "TriggerStop" after a delay. -- @function [parent=#ZONE_BASE] __TriggerStop -- @param #ZONE_BASE self -- @param #number delay Delay in seconds. - + --- On After "EnteredZone" event. An observed object has entered the zone. -- @function [parent=#ZONE_BASE] OnAfterEnteredZone -- @param #ZONE_BASE self @@ -666,12 +666,12 @@ function ZONE_BASE:_TriggerCheck(fromstart) local obj = _object -- Wrapper.Controllable#CONTROLLABLE if obj and obj:IsAlive() then if not obj.TriggerInZone then - -- has not been tagged previously - wasn't in set! + -- has not been tagged previously - wasn't in set! obj.TriggerInZone = {} end if not obj.TriggerInZone[self.ZoneName] then - -- has not been tagged previously - wasn't in set! - obj.TriggerInZone[self.ZoneName] = false + -- has not been tagged previously - wasn't in set! + obj.TriggerInZone[self.ZoneName] = false end -- is obj in zone? local inzone = self:IsCoordinateInZone(obj:GetCoordinate()) @@ -691,7 +691,7 @@ function ZONE_BASE:_TriggerCheck(fromstart) end end end - end + end return self end @@ -716,7 +716,7 @@ end -- @param #string PropertyName The name of a the TriggerZone Property to be retrieved. -- @return #string The Value of the TriggerZone Property with the given PropertyName, or nil if absent. -- @usage --- +-- -- local PropertiesZone = ZONE:FindByName("Properties Zone") -- local Property = "ExampleProperty" -- local PropertyValue = PropertiesZone:GetProperty(Property) @@ -792,7 +792,7 @@ function ZONE_RADIUS:New( ZoneName, Vec2, Radius, DoNotRegisterZone ) if not DoNotRegisterZone then _EVENTDISPATCHER:CreateEventNewZone(self) end - + --self.Coordinate=COORDINATE:NewFromVec2(Vec2) return self @@ -1430,7 +1430,7 @@ end function ZONE_RADIUS:IsVec2InZone( Vec2 ) self:F2( Vec2 ) - if not Vec2 then return false end + if not Vec2 then return false end local ZoneVec2 = self:GetVec2() @@ -1449,7 +1449,7 @@ end -- @return #boolean true if the point is within the zone. function ZONE_RADIUS:IsVec3InZone( Vec3 ) self:F2( Vec3 ) - if not Vec3 then return false end + if not Vec3 then return false end local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) return InZone @@ -1569,7 +1569,7 @@ function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes) return Coordinate end ---- Returns a @{Core.Point#COORDINATE} object reflecting a random location within the zone where there are no **map objects** of type "Building". +--- Returns a @{Core.Point#COORDINATE} object reflecting a random location within the zone where there are no **map objects** of type "Building". -- Does not find statics you might have placed there. **Note** This might be quite CPU intensive, use with care. -- @param #ZONE_RADIUS self -- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0m. @@ -1596,7 +1596,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma local buildings = {} local buildingzones = {} - + if self.ScanData and self.ScanData.BuildingCoordinates then buildings = self.ScanData.BuildingCoordinates buildingzones = self.ScanData.BuildingZones @@ -1623,7 +1623,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma end -- max 1000 tries - local rcoord = nil + local rcoord = nil local found = true local iterations = 0 @@ -1639,21 +1639,21 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma break end end - if found then + if found then -- we have a winner! if markfinal then MARKER:New(rcoord,"FREE"):ToAll() end - break + break end end - + if not found then -- max 1000 tries - local rcoord = nil + local rcoord = nil local found = true local iterations = 0 - + for i=1,1000 do iterations = iterations + 1 rcoord = self:GetRandomCoordinate(inner,outer) @@ -1665,22 +1665,22 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma found = false end end - if found then + if found then -- we have a winner! if markfinal then MARKER:New(rcoord,"FREE"):ToAll() end - break + break end end end - + T1=timer.getTime() - + self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0)) - + if found then return rcoord else return nil end - + end --- @@ -1998,6 +1998,220 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer ) end +--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua +--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for +--- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of +--- a polygon. +-- @type _ZONE_TRIANGLE +-- @extends #BASE + +ZONE_OVAL = { + ClassName = "OVAL", + ZoneName="", + MajorAxis = nil, + MinorAxis = nil, + Angle = 0, + DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map +} + +--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua +-- @param #table vec2 The center point of the oval +-- @param #number major_axis The major axis of the oval +-- @param #number minor_axis The minor axis of the oval +-- @param #number angle The angle of the oval +-- @return #ZONE_OVAL The new oval +function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle) + self = BASE:Inherit(self, ZONE_BASE:New()) + self.ZoneName = name + self.CenterVec2 = vec2 + self.MajorAxis = major_axis + self.MinorAxis = minor_axis + self.Angle = angle or 0 + + _DATABASE:AddZone(name, self) + + return self +end + +--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua +-- @param #ZONE_OVAL self +-- @param #string DrawingName The name of the drawing in the Mission Editor +-- @return #ZONE_OVAL self +function ZONE_OVAL:NewFromDrawing(DrawingName) + self = BASE:Inherit(self, ZONE_BASE:New(DrawingName)) + for _, layer in pairs(env.mission.drawings.layers) do + for _, object in pairs(layer["objects"]) do + if string.find(object["name"], DrawingName, 1, true) then + if object["polygonMode"] == "oval" then + self.CenterVec2 = { x = object["mapX"], y = object["mapY"] } + self.MajorAxis = object["r1"] + self.MinorAxis = object["r2"] + self.Angle = object["angle"] + + end + end + end + end + + _DATABASE:AddZone(DrawingName, self) + + return self +end + +--- Gets the major axis of the oval. +-- @return #number The major axis of the oval +function ZONE_OVAL:GetMajorAxis() + return self.MajorAxis +end + +--- Gets the minor axis of the oval. +-- @return #number The minor axis of the oval +function ZONE_OVAL:GetMinorAxis() + return self.MinorAxis +end + +--- Gets the angle of the oval. +-- @return #number The angle of the oval +function ZONE_OVAL:GetAngle() + return self.Angle +end + +--- Returns a the center point of the oval +-- @return #table The center Vec2 +function ZONE_OVAL:GetVec2() + return self.CenterVec2 +end + +--- Checks if a point is contained within the oval. +-- @param #table point The point to check +-- @return #bool True if the point is contained, false otherwise +function ZONE_OVAL:IsVec2InZone(vec2) + local cos, sin = math.cos, math.sin + local dx = vec2.x - self.CenterVec2.x + local dy = vec2.y - self.CenterVec2.y + local rx = dx * cos(self.Angle) + dy * sin(self.Angle) + local ry = -dx * sin(self.Angle) + dy * cos(self.Angle) + return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1 +end + +--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval. +-- @return #table The bounding box of the oval +function ZONE_OVAL:GetBoundingSquare() + local min_x = self.CenterVec2.x - self.MajorAxis + local min_y = self.CenterVec2.y - self.MinorAxis + local max_x = self.CenterVec2.x + self.MajorAxis + local max_y = self.CenterVec2.y + self.MinorAxis + + return { + {x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y} + } +end + +--- Find points on the edge of the oval +-- @param #number num_points How many points should be found. More = smoother shape +-- @return #table Points on he edge +function ZONE_OVAL:PointsOnEdge(num_points) + num_points = num_points or 40 + local points = {} + local dtheta = 2 * math.pi / num_points + + for i = 0, num_points - 1 do + local theta = i * dtheta + local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle) + local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle) + table.insert(points, {x = x, y = y}) + end + + return points +end + +--- Returns a random Vec2 within the oval. +-- @return #table The random Vec2 +function ZONE_OVAL:GetRandomVec2() + local theta = math.rad(self.Angle) + + local random_point = math.sqrt(math.random()) --> uniformly + --local random_point = math.random() --> more clumped around center + local phi = math.random() * 2 * math.pi + local x_c = random_point * math.cos(phi) + local y_c = random_point * math.sin(phi) + local x_e = x_c * self.MajorAxis + local y_e = y_c * self.MinorAxis + local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x + local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y + + return {x=rx, y=ry} +end + +--- Define a random @{Core.Point#POINT_VEC2} within the zone. +-- @param #ZONE_OVAL self +-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. +function ZONE_OVAL:GetRandomPointVec2() + return POINT_VEC2:NewFromVec2(self:GetRandomVec2()) +end + +--- Define a random @{Core.Point#POINT_VEC2} within the zone. +-- @param #ZONE_OVAL self +-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. +function ZONE_OVAL:GetRandomPointVec3() + return POINT_VEC2:NewFromVec3(self:GetRandomVec2()) +end + +--- Draw the zone on the F10 map. +--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua +-- @param #ZONE_OVAL self +-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. +-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red. +-- @param #number Alpha Transparency [0,1]. Default 1. +-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work +-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work +-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid. +-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. +-- @return #ZONE_OVAL self +function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType) + Coalition = Coalition or self:GetDrawCoalition() + + -- Set draw coalition. + self:SetDrawCoalition(Coalition) + + Color = Color or self:GetColorRGB() + Alpha = Alpha or 1 + + -- Set color. + self:SetColor(Color, Alpha) + + FillColor = FillColor or self:GetFillColorRGB() + if not FillColor then + UTILS.DeepCopy(Color) + end + FillAlpha = FillAlpha or self:GetFillColorAlpha() + if not FillAlpha then + FillAlpha = 0.15 + end + + LineType = LineType or 1 + + -- Set fill color -----------> has fill color worked in recent versions of DCS? + -- doing something like + -- + -- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "") + -- + -- doesn't seem to fill in the shape for an n-sided polygon + self:SetFillColor(FillColor, FillAlpha) + + self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80)) + self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType) +end + +--- Remove drawing from F10 map +function ZONE_OVAL:UndrawZone() + if self.DrawPoly then + self.DrawPoly:UndrawZone() + end +end + --- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua --- This triangle "zone" is not really to be used on its own, it only serves as building blocks for @@ -2016,7 +2230,7 @@ _ZONE_TRIANGLE = { } function _ZONE_TRIANGLE:New(p1, p2, p3) - local self = BASE:Inherit(self, BASE:New()) + local self = BASE:Inherit(self, ZONE_BASE:New()) self.Points = {p1, p2, p3} local center_x = (p1.x + p2.x + p3.x) / 3 @@ -2513,7 +2727,7 @@ end ---- Get the smallest radius encompassing all points of the polygon zone. +--- Get the smallest radius encompassing all points of the polygon zone. -- @param #ZONE_POLYGON_BASE self -- @return #number Radius of the zone in meters. function ZONE_POLYGON_BASE:GetRadius() @@ -2521,22 +2735,22 @@ function ZONE_POLYGON_BASE:GetRadius() local center=self:GetVec2() local radius=0 - + for _,_vec2 in pairs(self._.Polygon) do local vec2=_vec2 --DCS#Vec2 - + local r=UTILS.VecDist2D(center, vec2) - + if r>radius then radius=r end - + end return radius end ---- Get the smallest circular zone encompassing all points of the polygon zone. +--- Get the smallest circular zone encompassing all points of the polygon zone. -- @param #ZONE_POLYGON_BASE self -- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone. -- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered. @@ -2546,25 +2760,25 @@ function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone) local center=self:GetVec2() local radius=self:GetRadius() - + local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone) return zone end ---- Get the smallest rectangular zone encompassing all points points of the polygon zone. +--- Get the smallest rectangular zone encompassing all points points of the polygon zone. -- @param #ZONE_POLYGON_BASE self -- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone. -- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered. -- @return #ZONE_POLYGON The rectangular zone. function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone) - + local vec1, vec3=self:GetBoundingVec2() - + local vec2={x=vec1.x, y=vec3.y} local vec4={x=vec3.x, y=vec1.y} - + local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4}) return zone @@ -2577,15 +2791,15 @@ end function ZONE_POLYGON_BASE:RemoveJunk(Height) Height=Height or 1000 - + local vec2SW, vec2NE=self:GetBoundingVec2() local vec3SW={x=vec2SW.x, y=-Height, z=vec2SW.y} --DCS#Vec3 local vec3NE={x=vec2NE.x, y= Height, z=vec2NE.y} --DCS#Vec3 - + --local coord1=COORDINATE:NewFromVec3(vec3SW):MarkToAll("SW") --local coord1=COORDINATE:NewFromVec3(vec3NE):MarkToAll("NE") - + local volume = { id = world.VolumeType.BOX, params = { @@ -2594,7 +2808,7 @@ function ZONE_POLYGON_BASE:RemoveJunk(Height) } } - local n=world.removeJunk(volume) + local n=world.removeJunk(volume) return n end @@ -2814,7 +3028,7 @@ function ZONE_POLYGON_BASE:GetBoundingVec2() y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2 end - + local vec1={x=x1, y=y1} local vec2={x=x2, y=y2}