Publishing a working version :-)

This commit is contained in:
FlightControl
2016-06-06 13:43:32 +02:00
parent 8777f516af
commit e82ba13b8b
80 changed files with 2137 additions and 35256 deletions

View File

@@ -65,16 +65,21 @@
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Message" )
Include.File( "Point" )
--- The ZONE_BASE class
-- @type ZONE_BASE
-- @Extends Base#BASE
-- @extends Base#BASE
ZONE_BASE = {
ClassName = "ZONE_BASE",
}
--- ZONE_BASE constructor
-- @param #ZONE_BASE self
-- @param #string ZoneName Name of the zone.
-- @return #ZONE_BASE self
function ZONE_BASE:New( ZoneName )
local self = BASE:Inherit( self, BASE:New() )
self:F( ZoneName )
@@ -106,21 +111,30 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 )
return InZone
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_BASE self
-- @param SmokeColor The smoke color.
function ZONE_BASE:SmokeZone( SmokeColor )
self:F2( SmokeColor )
end
--- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
-- @type ZONE_RADIUS
-- @field DCSTypes#Vec2 PointVec2 The current location of the zone.
-- @field DCSTypes#Distance Radius The radius of the zone.
-- @Extends Zone#ZONE_BASE
-- @extends Zone#ZONE_BASE
ZONE_RADIUS = {
ClassName="ZONE_RADIUS",
}
--- Constructor of ZONE_RADIUS, taking the zone name, the zone location and a radius.
-- @param #ZONE_RADIUS self
-- @param #string ZoneName Name of the zone.
-- @param DCSTypes#Vec2 PointVec2 The location of the zone.
-- @param DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:New( ZoneName, PointVec2, Radius )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, PointVec2, Radius } )
@@ -131,6 +145,59 @@ function ZONE_RADIUS:New( ZoneName, PointVec2, Radius )
return self
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_RADIUS self
-- @param #POINT_VEC3.SmokeColor SmokeColor The smoke color.
-- @param #number Points (optional) The amount of points in the circle.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:SmokeZone( SmokeColor, Points )
self:F2( SmokeColor )
local Point = {}
local PointVec2 = self:GetPointVec2()
Points = Points and Points or 360
local Angle
local RadialBase = math.pi*2
for Angle = 0, 360, 360 / Points do
local Radial = Angle * RadialBase / 360
Point.x = PointVec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = PointVec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Smoke( SmokeColor )
end
return self
end
--- Flares the zone boundaries in a color.
-- @param #ZONE_RADIUS self
-- @param #POINT_VEC3.FlareColor FlareColor The flare color.
-- @param #number Points (optional) The amount of points in the circle.
-- @param DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth )
self:F2( { FlareColor, Azimuth } )
local Point = {}
local PointVec2 = self:GetPointVec2()
Points = Points and Points or 360
local Angle
local RadialBase = math.pi*2
for Angle = 0, 360, 360 / Points do
local Radial = Angle * RadialBase / 360
Point.x = PointVec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = PointVec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Flare( FlareColor, Azimuth )
end
return self
end
--- Returns the radius of the zone.
-- @param #ZONE_RADIUS self
@@ -197,14 +264,17 @@ function ZONE_RADIUS:GetPointVec3( Height )
return PointVec3
end
--- Returns if a location is within the zone.
-- @param #ZONE_RADIUS self
-- @param DCSTypes#Vec2 PointVec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsPointVec2InZone( PointVec2 )
self:F2( PointVec2 )
local ZonePointVec2 = self:GetPointVec2()
if (( PointVec2.x - self.PointVec2.x )^2 + ( PointVec2.y - self.PointVec2.y ) ^2 ) ^ 0.5 <= self.Radius then
if (( PointVec2.x - ZonePointVec2.x )^2 + ( PointVec2.y - ZonePointVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
return true
end
@@ -218,7 +288,7 @@ end
function ZONE_RADIUS:IsPointVec3InZone( PointVec3 )
self:F2( PointVec3 )
local InZone = self:IsPointVec3InZone( { x = PointVec3.x, y = PointVec3.z } )
local InZone = self:IsPointVec2InZone( { x = PointVec3.x, y = PointVec3.z } )
return InZone
end
@@ -230,10 +300,11 @@ function ZONE_RADIUS:GetRandomPointVec2()
self:F( self.ZoneName )
local Point = {}
local PointVec2 = self:GetPointVec2()
local angle = math.random() * math.pi*2;
Point.x = self.PointVec2.x + math.cos( angle ) * math.random() * self.Radius;
Point.y = self.PointVec2.y + math.sin( angle ) * math.random() * self.Radius;
Point.x = PointVec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = PointVec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
@@ -244,7 +315,7 @@ end
--- The ZONE class, defined by the zone name as defined within the Mission Editor. The location and the radius are automatically collected from the mission settings.
-- @type ZONE
-- @Extends Zone#ZONE_RADIUS
-- @extends Zone#ZONE_RADIUS
ZONE = {
ClassName="ZONE",
}
@@ -263,7 +334,7 @@ function ZONE:New( ZoneName )
return nil
end
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.x, y = Zone.y }, Zone.radius ) )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.point.x, y = Zone.point.z }, Zone.radius ) )
self:F( ZoneName )
self.Zone = Zone
@@ -272,11 +343,10 @@ function ZONE:New( ZoneName )
end
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- @type ZONE_UNIT
-- @field Unit#UNIT ZoneUNIT
-- @Extends Zone#ZONE_RADIUS
-- @extends Zone#ZONE_RADIUS
ZONE_UNIT = {
ClassName="ZONE_UNIT",
}
@@ -313,7 +383,7 @@ end
--- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- @type ZONE_POLYGON
-- @Extends Zone#ZONE_BASE
-- @extends Zone#ZONE_BASE
ZONE_POLYGON = {
ClassName="ZONE_POLYGON",
}
@@ -342,6 +412,40 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
return self
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON self
-- @param #POINT_VEC3.SmokeColor SmokeColor The smoke color.
-- @return #ZONE_POLYGON self
function ZONE_POLYGON:SmokeZone( SmokeColor )
self:F2( SmokeColor )
local i
local j
local Segments = 10
i = 1
j = #self.Polygon
while i <= #self.Polygon do
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
local DeltaX = self.Polygon[j].x - self.Polygon[i].x
local DeltaY = self.Polygon[j].y - self.Polygon[i].y
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
end
j = i
i = i + 1
end
return self
end
--- Returns if a location is within the zone.
-- @param #ZONE_POLYGON self