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Update Beacons.lua
- Added channel - Added scenery
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@ -2,7 +2,9 @@
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--
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-- **Main Features:**
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--
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-- * Beacons of the map
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-- * Access beacons of the map
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-- * Find closest beacon
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-- * Get frequencies and channels
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--
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-- ===
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--
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@ -54,6 +56,10 @@
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--
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-- # User Functions
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--
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-- ## F10 Map Markers
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--
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-- ## Position
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--
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-- ## Get Closest Beacon
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--
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--
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@ -71,6 +77,7 @@ BEACONS = {
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-- @field #string beaconId Beacon ID.
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-- @field #string callsign Call sign.
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-- @field #number frequency Frequency in Hz.
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-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
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-- @field #table position Position table.
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-- @field #number direction Direction in degrees.
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-- @field #table positionGeo Table with latitude and longitude.
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@ -78,18 +85,20 @@ BEACONS = {
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-- @field #number chartOffsetX No idea what this offset is?!
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-- @field DCS#Vec3 vec3 Position vector 3D.
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-- @field #number markerID ID for the F10 marker.
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-- @field #string typeName Name of becon type.
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-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
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--- BEACONS class version.
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-- @field #string version
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BEACONS.version="0.0.1"
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BEACONS.version="0.0.2"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: A lot...
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-- TODO: TACAN channel from frequency
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-- TODO: Scenery object
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-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
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-- DONE: Scenery object
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor(s)
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@ -107,14 +116,36 @@ function BEACONS:NewFromTable(BeaconTable)
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for _,_beacon in pairs(BeaconTable) do
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local beacon=_beacon --#BEACONS.Beacon
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-- Get 3D vector
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beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
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-- Get coordinate
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beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
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-- Get type name
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beacon.typeName=self:_GetTypeName(beacon.type)
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-- Find closest scenery object from scan
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beacon.scenery=beacon.coordinate:FindClosestScenery(20)
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-- Debug stuff for scenery object
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if false then
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if beacon.scenery then
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env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
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UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
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UTILS.PrintTableToLog(beacon.sceneObjects)
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else
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env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
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end
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end
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-- Add to table
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table.insert(self.beacons, beacon)
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end
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-- Debug output
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self:I(string.format("Added %d beacons", #self.beacons))
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return self
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end
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@ -214,7 +245,28 @@ function BEACONS:GetBeacons(TypeID)
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return beacons
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end
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--- Count beacons, optionally of a given type.
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-- @param #BEACONS self
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-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
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-- @return #number Number of beacons.
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function BEACONS:CountBeacons(TypeID)
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local n=#self.beacons
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if TypeID then
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for _,_beacon in pairs(self.beacons) do
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local bc=_beacon --#BEACONS.Beacon
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if TypeID==bc.type then
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n=n+1
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end
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end
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else
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n=#self.beacons
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end
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return n
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end
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--- Add markers for all beacons on the F10 map.
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-- @param #BEACONS self
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@ -266,18 +318,44 @@ end
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-- @return #string Marker text.
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function BEACONS:_GetMarkerText(beacon)
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local frequency=beacon.frequency~=nil and beacon.frequency/1000 or -1
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local frequency, funit=self:_GetFrequency(beacon.frequency)
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local direction=beacon.direction~=nil and beacon.direction or -1
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local text=string.format("Beacon %s", tostring(beacon.beaconId))
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text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
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text=text..string.format("\nType: %s", tostring(self:_GetTypeName(beacon.type)))
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text=text..string.format("\nFrequency: %.3f kHz", frequency)
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text=text..string.format("\nType: %s", tostring(beacon.typeName))
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--if beacon.type==BEACON.Type.TACAN or beacon.type==BEACON.Type.RSBN or beacon.type==BEACON.Type.PRMG_GLIDESLOPE or beacon.type==BEACON.Type.PRMG_LOCALIZER then
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if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then
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text=text..string.format("\nChannel: %s", tostring(beacon.channel))
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end
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text=text..string.format("\nFrequency: %.3f %s", frequency, funit)
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text=text..string.format("\nDirection: %.1f°", direction)
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return text
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end
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--- Get converted frequency.
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-- @param #BEACONS self
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-- @param #number freq Frequency in Hz.
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-- @return #number Frequency in better unit.
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-- @return #string Unit ("Hz", "kHz", "MHz").
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function BEACONS:_GetFrequency(freq)
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freq=freq or 0
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local unit="Hz"
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if freq>=1e6 then
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freq=freq/1e6
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unit="MHz"
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elseif freq>=1e3 then
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freq=freq/1e3
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unit="kHz"
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end
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return freq, unit
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end
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--- Get name of beacon type.
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-- @param #BEACONS self
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-- @param #number typeID Beacon type number.
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@ -295,7 +373,6 @@ function BEACONS:_GetTypeName(typeID)
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return "Unknown"
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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