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POINT_VEC3 and POINT_VEC2 documentation update
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--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
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--
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-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
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-- ==================================================
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-- The @{Point#POINT_VEC3} class defines a 3D point in the simulator.
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--
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-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
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-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
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--
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-- ## 1.1) POINT_VEC3 constructor
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--
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-- A new POINT_VEC3 instance can be created with:
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--
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-- * @{Point#POINT_VEC3.New}(): a 3D point.
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-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
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--
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-- ## 1.2) Manupulate the X, Y, Z coordinates of the point
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--
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-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
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-- Methods exist to manupulate these coordinates.
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--
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-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
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-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
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-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
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--
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-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
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--
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-- ## 1.3) Create waypoints for routes
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--
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-- A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.
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--
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--
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-- ## 1.5) Smoke, flare, explode, illuminate
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--
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-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
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--
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-- ### 1.5.1) Smoke
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--
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-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
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-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
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-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
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-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
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-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
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-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
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--
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-- ### 1.5.2) Flare
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--
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-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
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-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
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-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
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-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
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-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
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--
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-- ### 1.5.3) Explode
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--
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-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
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--
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-- ### 1.5.4) Illuminate
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--
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-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
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--
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--
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-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
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-- =========================================================
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-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
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-- 
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--
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-- ====
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--
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-- 2.1) POINT_VEC2 constructor
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-- ---------------------------
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-- A new POINT_VEC2 instance can be created with:
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-- # Demo Missions
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--
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-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
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-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
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-- ### [POINT_VEC Demo Missions source code]()
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--
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-- ## 1.2) Manupulate the X, Altitude, Y coordinates of the 2D point
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-- ### [POINT_VEC Demo Missions, only for beta testers]()
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--
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-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
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--
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-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
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-- Methods exist to manupulate these coordinates.
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-- ====
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--
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-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
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-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
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-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
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-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
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-- # YouTube Channel
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--
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-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
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-- ### [POINT_VEC YouTube Channel]()
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--
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-- ===
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--
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@ -133,6 +64,126 @@
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-- @field #POINT_VEC3.RoutePointType RoutePointType
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-- @field #POINT_VEC3.RoutePointAction RoutePointAction
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-- @extends Core.Base#BASE
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--- # POINT_VEC3 class, extends @{Base#BASE}
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--
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-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--
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-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
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-- In order to keep the credibility of the the author,
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-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
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-- who you can find on the Eagle Dynamics Forums.
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--
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--
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-- ## POINT_VEC3 constructor
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--
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-- A new POINT_VEC3 object can be created with:
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--
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-- * @{#POINT_VEC3.New}(): a 3D point.
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-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
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--
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--
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-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
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--
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-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
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-- Methods exist to manupulate these coordinates.
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--
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-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
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-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
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-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
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--
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-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
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--
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--
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-- ## Create waypoints for routes
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--
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-- A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.
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--
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-- * @{#POINT_VEC3.RoutePointAir}(): Build an air route point.
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-- * @{#POINT_VEC3.RoutePointGround}(): Build a ground route point.
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--
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-- Route points can be used in the Route methods of the @{Group#GROUP} class.
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--
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--
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-- ## Smoke, flare, explode, illuminate
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--
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-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
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--
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-- ### Smoke
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--
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-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
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-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
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-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
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-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
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-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
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-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
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--
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-- ### Flare
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--
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-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
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-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
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-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
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-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
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-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
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--
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-- ### Explode
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--
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-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
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--
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-- ### Illuminate
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--
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-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
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--
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--
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-- ## 3D calculation methods
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--
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-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
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--
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-- ### Distance
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--
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-- * @{#POINT_VEC3.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.
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-- * @{#POINT_VEC3.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.
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--
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-- ### Angle
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--
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-- * @{#POINT_VEC3.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.
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-- * @{#POINT_VEC3.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.
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-- * @{#POINT_VEC3.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.
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--
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-- ### Translation
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--
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-- * @{#POINT_VEC3.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
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--
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-- ### Get the North correction of the current location
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--
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-- * @{#POINT_VEC3.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
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--
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--
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-- ## Point Randomization
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--
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-- Various methods exist to calculate random locations around a given 3D point.
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--
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-- * @{#POINT_VEC3.GetRandomPointVec2InRadius}(): Provides a random 2D point around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.
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--
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--
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-- ## Metric system
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--
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-- * @{#POINT_VEC3.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
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-- * @{#POINT_VEC3.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
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--
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--
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-- ## Coorinate text generation
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--
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-- * @{#POINT_VEC3.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
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-- * @{#POINT_VEC3.ToStringLL}(): Generates a Latutude & Longutude text.
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--
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-- @field #POINT_VEC3 POINT_VEC3
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--
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POINT_VEC3 = {
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ClassName = "POINT_VEC3",
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Metric = true,
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@ -149,11 +200,38 @@ POINT_VEC3 = {
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},
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}
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--- The POINT_VEC2 class
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-- @type POINT_VEC2
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--- @type POINT_VEC2
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-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
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-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
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-- @extends Core.Point#POINT_VEC3
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--- # POINT_VEC2 class, extends @{Point#POINT_VEC3}
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--
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-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
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--
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-- ## POINT_VEC2 constructor
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--
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-- A new POINT_VEC2 instance can be created with:
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--
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-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
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-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
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--
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-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
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--
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-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
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-- Methods exist to manupulate these coordinates.
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--
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-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
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-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
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-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
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-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
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--
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-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
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--
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-- @field #POINT_VEC2 POINT_VEC2
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--
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POINT_VEC2 = {
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ClassName = "POINT_VEC2",
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}
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@ -198,6 +198,12 @@
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<td class="name" nowrap="nowrap"><a href="##(CARGO).CargoObject">CARGO.CargoObject</a></td>
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<td class="summary">
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<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CARGO).CargoScheduler">CARGO.CargoScheduler</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@ -583,13 +589,7 @@
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<h2><a id="#(CARGO_REPRESENTABLE)">Type <code>CARGO_REPRESENTABLE</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).ClassName">CARGO_REPRESENTABLE.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).New">CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).New">CARGO_REPRESENTABLE:New(Type, Name, Weight, ReportRadius, NearRadius, CargoObject)</a></td>
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<td class="summary">
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<p>CARGO_REPRESENTABLE Constructor.</p>
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</td>
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@ -598,6 +598,12 @@
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<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).RouteTo">CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)</a></td>
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<td class="summary">
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<p>Route a cargo unit to a PointVec2.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).test">CARGO_REPRESENTABLE.test</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -911,6 +917,20 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
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<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(CARGO).CargoScheduler" >
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<strong>CARGO.CargoScheduler</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@ -2696,22 +2716,8 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<a id="#(CARGO_REPRESENTABLE).ClassName" >
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<strong>CARGO_REPRESENTABLE.ClassName</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(CARGO_REPRESENTABLE).New" >
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<strong>CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)</strong>
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<strong>CARGO_REPRESENTABLE:New(Type, Name, Weight, ReportRadius, NearRadius, CargoObject)</strong>
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</a>
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</dt>
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<dd>
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@ -2722,11 +2728,6 @@ The range till cargo will board.</p>
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Controllable.html##(Controllable)">Wrapper.Controllable#Controllable</a> CargoObject </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Type </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -2751,6 +2752,11 @@ The range till cargo will board.</p>
|
||||
<p><code><em>#number NearRadius </em></code>:
|
||||
(optional)</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CargoObject </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
@ -2789,11 +2795,27 @@ The range till cargo will board.</p>
|
||||
<p><em><a href="##(CARGO_REPRESENTABLE)">#CARGO_REPRESENTABLE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CARGO_REPRESENTABLE).test" >
|
||||
<strong>CARGO_REPRESENTABLE.test</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(CARGO_UNIT)" >Type <code>CARGO_UNIT</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
|
||||
<p>Hello </p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -2172,7 +2172,6 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@ -2186,7 +2185,6 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@ -2300,7 +2298,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
|
||||
@ -211,6 +211,7 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -219,6 +220,9 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -97,103 +97,23 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class defines a 3D point in the simulator.</p>
|
||||
<p><img src="..\Presentations\POINT\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<p><strong>Important Note:</strong> Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.</p>
|
||||
<hr/>
|
||||
|
||||
<h2>1.1) POINT_VEC3 constructor</h2>
|
||||
<h1>Demo Missions</h1>
|
||||
|
||||
<p>A new POINT_VEC3 instance can be created with:</p>
|
||||
<h3><a href="">POINT_VEC Demo Missions source code</a></h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="Point.html##(POINT_VEC3).New">Point#POINT_VEC3.New</a>(): a 3D point.</li>
|
||||
<li><a href="Point.html##(POINT_VEC3).NewFromVec3">Point#POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
|
||||
</ul>
|
||||
<h3><a href="">POINT_VEC Demo Missions, only for beta testers</a></h3>
|
||||
|
||||
<h2>1.2) Manupulate the X, Y, Z coordinates of the point</h2>
|
||||
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the last release</a></h3>
|
||||
|
||||
<p>A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
|
||||
Methods exist to manupulate these coordinates.</p>
|
||||
<hr/>
|
||||
|
||||
<p>The current X, Y, Z axis can be retrieved with the methods <a href="##(POINT_VEC3).GetX">POINT_VEC3.GetX</a>(), <a href="##(POINT_VEC3).GetY">POINT_VEC3.GetY</a>(), <a href="##(POINT_VEC3).GetZ">POINT_VEC3.GetZ</a>() respectively.
|
||||
The methods <a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX</a>(), <a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY</a>(), <a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ</a>() change the respective axis with a new value.
|
||||
The current axis values can be changed by using the methods <a href="##(POINT_VEC3).AddX">POINT_VEC3.AddX</a>(), <a href="##(POINT_VEC3).AddY">POINT_VEC3.AddY</a>(), <a href="##(POINT_VEC3).AddZ">POINT_VEC3.AddZ</a>()
|
||||
to add or substract a value from the current respective axis value.
|
||||
Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:</p>
|
||||
<h1>YouTube Channel</h1>
|
||||
|
||||
<pre><code> local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
|
||||
</code></pre>
|
||||
|
||||
<h2>1.3) Create waypoints for routes</h2>
|
||||
|
||||
<p>A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.</p>
|
||||
|
||||
|
||||
<h2>1.5) Smoke, flare, explode, illuminate</h2>
|
||||
|
||||
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
|
||||
|
||||
<h3>1.5.1) Smoke</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.5.2) Flare</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.5.3) Explode</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.5.4) Illuminate</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h1>2) <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
|
||||
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.</p>
|
||||
|
||||
<h2>2.1) POINT_VEC2 constructor</h2>
|
||||
<p>A new POINT_VEC2 instance can be created with:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Point.html##(POINT_VEC2).New">Point#POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
|
||||
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) Manupulate the X, Altitude, Y coordinates of the 2D point</h2>
|
||||
|
||||
<p>A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
|
||||
Methods exist to manupulate these coordinates.</p>
|
||||
|
||||
<p>The current X, Altitude, Y axis can be retrieved with the methods <a href="##(POINT_VEC2).GetX">POINT_VEC2.GetX</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetY">POINT_VEC2.GetY</a>() respectively.
|
||||
The methods <a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX</a>(), <a href="##(POINT_VEC2).SetAlt">POINT_VEC2.SetAlt</a>(), <a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY</a>() change the respective axis with a new value.
|
||||
The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods <a href="##(POINT_VEC2).GetLat">POINT_VEC2.GetLat</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetLon">POINT_VEC2.GetLon</a>() respectively.
|
||||
The current axis values can be changed by using the methods <a href="##(POINT_VEC2).AddX">POINT_VEC2.AddX</a>(), <a href="##(POINT_VEC2).AddAlt">POINT_VEC2.AddAlt</a>(), <a href="##(POINT_VEC2).AddY">POINT_VEC2.AddY</a>()
|
||||
to add or substract a value from the current respective axis value.
|
||||
Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:</p>
|
||||
|
||||
<pre><code> local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
</code></pre>
|
||||
<h3><a href="">POINT_VEC YouTube Channel</a></h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -238,13 +158,17 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#POINT_VEC2">POINT_VEC2</a></td>
|
||||
<td class="summary">
|
||||
<h1>POINT_VEC2 class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
|
||||
|
||||
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#POINT_VEC3">POINT_VEC3</a></td>
|
||||
<td class="summary">
|
||||
<h1>POINT_VEC3 class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -266,12 +190,6 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).AddY">POINT_VEC2:AddY(y)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add to the y coordinate of the POINT_VEC2.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).ClassName">POINT_VEC2.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -414,12 +332,6 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).AddZ">POINT_VEC3:AddZ(z)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add to the z coordinate of the POINT_VEC3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).ClassName">POINT_VEC3.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -483,15 +395,21 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetBRText">POINT_VEC3:GetBRText(TargetPointVec3)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetAngleDegrees">POINT_VEC3:GetAngleDegrees(DirectionVec3)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return a BR string from a POINT<em>VEC3 to the POINT</em>VEC3.</p>
|
||||
<p>Return an angle in degrees from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetDirectionRadians">POINT_VEC3:GetDirectionRadians(DirectionVec3)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetAngleRadians">POINT_VEC3:GetAngleRadians(DirectionVec3)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
<p>Return an angle in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetBRText">POINT_VEC3:GetBRText(TargetPointVec3)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return a BR string from a POINT<em>VEC3 to the POINT</em>VEC3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -783,7 +701,37 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>POINT_VEC2 class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
|
||||
|
||||
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator.</p>
|
||||
|
||||
|
||||
<p>The height coordinate (if needed) will be the land height + an optional added height specified.</p>
|
||||
|
||||
<h2>POINT_VEC2 constructor</h2>
|
||||
|
||||
<p>A new POINT_VEC2 instance can be created with:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Point.html##(POINT_VEC2).New">Point#POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
|
||||
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Manupulate the X, Altitude, Y coordinates of the 2D point</h2>
|
||||
|
||||
<p>A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
|
||||
Methods exist to manupulate these coordinates.</p>
|
||||
|
||||
<p>The current X, Altitude, Y axis can be retrieved with the methods <a href="##(POINT_VEC2).GetX">POINT_VEC2.GetX</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetY">POINT_VEC2.GetY</a>() respectively.
|
||||
The methods <a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX</a>(), <a href="##(POINT_VEC2).SetAlt">POINT_VEC2.SetAlt</a>(), <a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY</a>() change the respective axis with a new value.
|
||||
The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods <a href="##(POINT_VEC2).GetLat">POINT_VEC2.GetLat</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetLon">POINT_VEC2.GetLon</a>() respectively.
|
||||
The current axis values can be changed by using the methods <a href="##(POINT_VEC2).AddX">POINT_VEC2.AddX</a>(), <a href="##(POINT_VEC2).AddAlt">POINT_VEC2.AddAlt</a>(), <a href="##(POINT_VEC2).AddY">POINT_VEC2.AddY</a>()
|
||||
to add or substract a value from the current respective axis value.
|
||||
Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:</p>
|
||||
|
||||
<pre><code> local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -797,17 +745,159 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>POINT_VEC3 class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.</p>
|
||||
|
||||
|
||||
|
||||
<p><strong>Important Note:</strong> Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
In order to keep the credibility of the the author,
|
||||
I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
|
||||
who you can find on the Eagle Dynamics Forums.</p>
|
||||
|
||||
|
||||
<h2>POINT_VEC3 constructor</h2>
|
||||
|
||||
<p>A new POINT_VEC3 object can be created with:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).New">POINT_VEC3.New</a>(): a 3D point.</li>
|
||||
<li><a href="##(POINT_VEC3).NewFromVec3">POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Manupulate the X, Y, Z coordinates of the POINT_VEC3</h2>
|
||||
|
||||
<p>A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
|
||||
Methods exist to manupulate these coordinates.</p>
|
||||
|
||||
<p>The current X, Y, Z axis can be retrieved with the methods <a href="##(POINT_VEC3).GetX">POINT_VEC3.GetX</a>(), <a href="##(POINT_VEC3).GetY">POINT_VEC3.GetY</a>(), <a href="##(POINT_VEC3).GetZ">POINT_VEC3.GetZ</a>() respectively.
|
||||
The methods <a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX</a>(), <a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY</a>(), <a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ</a>() change the respective axis with a new value.
|
||||
The current axis values can be changed by using the methods <a href="##(POINT_VEC3).AddX">POINT_VEC3.AddX</a>(), <a href="##(POINT_VEC3).AddY">POINT_VEC3.AddY</a>(), <a href="##(POINT_VEC3).AddZ">POINT_VEC3.AddZ</a>()
|
||||
to add or substract a value from the current respective axis value.
|
||||
Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:</p>
|
||||
|
||||
<pre><code> local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
|
||||
</code></pre>
|
||||
|
||||
|
||||
<h2>Create waypoints for routes</h2>
|
||||
|
||||
<p>A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).RoutePointAir">POINT_VEC3.RoutePointAir</a>(): Build an air route point.</li>
|
||||
<li><a href="##(POINT_VEC3).RoutePointGround">POINT_VEC3.RoutePointGround</a>(): Build a ground route point.</li>
|
||||
</ul>
|
||||
|
||||
<p>Route points can be used in the Route methods of the <a href="Group.html##(GROUP)">Group#GROUP</a> class.</p>
|
||||
|
||||
|
||||
<h2>Smoke, flare, explode, illuminate</h2>
|
||||
|
||||
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
|
||||
|
||||
<h3>Smoke</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
|
||||
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Flare</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
|
||||
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Explode</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Illuminate</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>3D calculation methods</h2>
|
||||
|
||||
<p>Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:</p>
|
||||
|
||||
<h3>Distance</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Get3DDistance">POINT_VEC3.Get3DDistance</a>(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.</li>
|
||||
<li><a href="##(POINT_VEC3).Get2DDistance">POINT_VEC3.Get2DDistance</a>(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Angle</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).GetAngleDegrees">POINT_VEC3.GetAngleDegrees</a>(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.</li>
|
||||
<li><a href="##(POINT_VEC3).GetAngleRadians">POINT_VEC3.GetAngleRadians</a>(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.</li>
|
||||
<li><a href="##(POINT_VEC3).GetDirectionVec3">POINT_VEC3.GetDirectionVec3</a>(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Translation</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).Translate">POINT_VEC3.Translate</a>(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Get the North correction of the current location</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).GetNorthCorrection">POINT_VEC3.GetNorthCorrection</a>(): Obtains the north correction at the current 3D point.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Point Randomization</h2>
|
||||
|
||||
<p>Various methods exist to calculate random locations around a given 3D point.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).GetRandomPointVec2InRadius">POINT_VEC3.GetRandomPointVec2InRadius</a>(): Provides a random 2D point around the current 3D point, in the given inner to outer band.</li>
|
||||
<li><a href="##(POINT_VEC3).GetRandomPointVec3InRadius">POINT_VEC3.GetRandomPointVec3InRadius</a>(): Provides a random 3D point around the current 3D point, in the given inner to outer band.</li>
|
||||
<li><a href="##(POINT_VEC3).GetRandomVec2InRadius">POINT_VEC3.GetRandomVec2InRadius</a>(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.</li>
|
||||
<li><a href="##(POINT_VEC3).GetRandomVec3InRadius">POINT_VEC3.GetRandomVec3InRadius</a>(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Metric system</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).IsMetric">POINT_VEC3.IsMetric</a>(): Returns if the 3D point is Metric or Nautical Miles.</li>
|
||||
<li><a href="##(POINT_VEC3).SetMetric">POINT_VEC3.SetMetric</a>(): Sets the 3D point to Metric or Nautical Miles.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Coorinate text generation</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).ToStringBR">POINT_VEC3.ToStringBR</a>(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.</li>
|
||||
<li><a href="##(POINT_VEC3).ToStringLL">POINT_VEC3.ToStringLL</a>(): Generates a Latutude & Longutude text.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Point)" >Type <code>Point</code></a></h2>
|
||||
|
||||
<h2><a id="#(POINT_VEC2)" >Type <code>POINT_VEC2</code></a></h2>
|
||||
|
||||
<p>The POINT_VEC2 class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -887,20 +977,6 @@ The y coordinate.</p>
|
||||
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(POINT_VEC2).ClassName" >
|
||||
<strong>POINT_VEC2.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1463,20 +1539,6 @@ The z coordinate value to add to the current z coodinate.</p>
|
||||
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(POINT_VEC3).ClassName" >
|
||||
<strong>POINT_VEC3.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1723,6 +1785,60 @@ Altitude text.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).GetAngleDegrees" >
|
||||
<strong>POINT_VEC3:GetAngleDegrees(DirectionVec3)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Return an angle in degrees from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
|
||||
The direction vector in Vec3 format.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
DirectionRadians The angle in degrees.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).GetAngleRadians" >
|
||||
<strong>POINT_VEC3:GetAngleRadians(DirectionVec3)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Return an angle in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
|
||||
The direction vector in Vec3 format.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
DirectionRadians The angle in radians.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).GetBRText" >
|
||||
<strong>POINT_VEC3:GetBRText(TargetPointVec3)</strong>
|
||||
</a>
|
||||
@ -1750,33 +1866,6 @@ The BR text.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).GetDirectionRadians" >
|
||||
<strong>POINT_VEC3:GetDirectionRadians(DirectionVec3)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
|
||||
The direction vector in Vec3 format.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
DirectionRadians The direction in radians.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).GetDirectionVec3" >
|
||||
<strong>POINT_VEC3:GetDirectionVec3(TargetPointVec3)</strong>
|
||||
</a>
|
||||
|
||||
@ -2111,9 +2111,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2584,9 +2581,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2622,7 +2616,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2639,7 +2633,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2967,7 +2961,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
|
||||
@ -1452,7 +1452,7 @@ self</p>
|
||||
<p>Add a PlayerUnit to join the Task.</p>
|
||||
|
||||
|
||||
<p>For each Group within the Task, the Unit is check if it can join the Task.
|
||||
<p>For each Group within the Task, the Unit is checked if it can join the Task.
|
||||
If the Unit was not part of the Task, false is returned.
|
||||
If the Unit is part of the Task, true is returned.</p>
|
||||
|
||||
|
||||
@ -190,6 +190,18 @@ and various dedicated deployment zones.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).DeployZones">TASK_CARGO.DeployZones</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetCargoSet">TASK_CARGO:GetCargoSet()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetDeployZones">TASK_CARGO:GetDeployZones()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -272,6 +284,12 @@ and various dedicated deployment zones.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).IsAllCargoTransported">TASK_CARGO_TRANSPORT:IsAllCargoTransported()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -512,6 +530,42 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO).GetCargoSet" >
|
||||
<strong>TASK_CARGO:GetCargoSet()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a>:</em>
|
||||
The Cargo Set.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO).GetDeployZones" >
|
||||
<strong>TASK_CARGO:GetDeployZones()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(list)">#list</a>:</em>
|
||||
Core.Zone#ZONE_BASE> The Deployment Zones.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO).GetPlannedMenuText" >
|
||||
<strong>TASK_CARGO:GetPlannedMenuText()</strong>
|
||||
</a>
|
||||
@ -889,6 +943,24 @@ The score in points.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CARGO_TRANSPORT).IsAllCargoTransported" >
|
||||
<strong>TASK_CARGO_TRANSPORT:IsAllCargoTransported()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -936,6 +1008,8 @@ self</p>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(list)" >Type <code>list</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
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