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Merge remote-tracking branch 'origin/master' into develop
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@ -3797,6 +3797,22 @@ do -- COORDINATE
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function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
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return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
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end
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--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number SearchRadius Radius of the search area.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius.
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function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
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local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
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local coords = {}
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for _, pos in ipairs(clearPositions) do
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local coord = COORDINATE:NewFromVec2(pos)
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table.insert(coords, coord)
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end
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return coords
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end
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end
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@ -1509,6 +1509,43 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
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return InZone
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end
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--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
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function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
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local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), self:GetRadius(), PosRadius, NumPositions)
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if clearPositions or #clearPositions > 0 then
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local validZones = {}
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for _, vec2 in pairs(clearPositions) do
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if self:IsVec2InZone(vec2) then
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table.insert(validZones, vec2)
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end
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end
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if #validZones > 0 then
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return validZones
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end
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end
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return nil
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end
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--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
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-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
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-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
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-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
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function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
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local radius = PosRadius or math.min(self.Radius/10, 200)
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local clearPositions = self:GetClearZonePositions(radius, NumPositions or 50)
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if clearPositions or #clearPositions > 0 then
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local randomPosition = clearPositions[math.random(1, #clearPositions)]
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return COORDINATE:NewFromVec2(randomPosition), radius
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end
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return nil
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end
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--- Returns a random Vec2 location within the zone.
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-- @param #ZONE_RADIUS self
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-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
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@ -4630,3 +4630,13 @@ function UTILS.DestroyScenery(name, level)
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net.dostring_in("mission",string.format("a_scenery_destruction_zone(%d, %d)", z.zoneId, level))
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end
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end
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--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param DCS##Vec3 Center position vector for the search area.
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-- @param #number SearchRadius Radius of the search area.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius.
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function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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end
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@ -1467,7 +1467,7 @@ function AIRBASE:Register(AirbaseName)
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self.descriptors=self:GetDesc()
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-- Debug info.
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--self:I({airbase=AirbaseName, descriptors=self.descriptors})
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--self:T({airbase=AirbaseName, descriptors=self.descriptors})
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-- Category.
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self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
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@ -2634,6 +2634,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
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--runway.name=string.format("%02d", tonumber(name))
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runway.magheading=tonumber(runway.name)*10
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runway.idx=runway.magheading
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runway.heading=heading
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runway.width=width or 0
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runway.length=length or 0
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@ -2946,6 +2947,7 @@ function AIRBASE:GetRunwayData(magvar, mark)
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local runway={} --#AIRBASE.Runway
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runway.heading=hdg
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runway.idx=idx
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runway.magheading=idx
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runway.length=c1:Get2DDistance(c2)
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runway.position=c1
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runway.endpoint=c2
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@ -2961,6 +2963,57 @@ function AIRBASE:GetRunwayData(magvar, mark)
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-- Add runway.
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table.insert(runways, runway)
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end
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-- Look for identical (parallel) runways, e.g. 03L and 03R at Nellis.
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local rpairs={}
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for i,_ri in pairs(runways) do
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local ri=_ri --#AIRBASE.Runway
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for j,_rj in pairs(runways) do
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local rj=_rj --#AIRBASE.Runway
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if i<j then
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if ri.name==rj.name then
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rpairs[i]=j
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end
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end
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end
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end
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local function isLeft(a, b, c)
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--return ((b.x - a.x)*(c.z - a.z) - (b.z - a.z)*(c.x - a.x)) > 0
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return ((b.z - a.z)*(c.x - a.x) - (b.x - a.x)*(c.z - a.z)) > 0
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end
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for i,j in pairs(rpairs) do
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local ri=runways[i] --#AIRBASE.Runway
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local rj=runways[j] --#AIRBASE.Runway
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-- Draw arrow.
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--ri.center:ArrowToAll(rj.center)
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local c0=ri.center
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-- Vector in the direction of the runway.
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local a=UTILS.VecTranslate(c0, 1000, ri.heading)
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-- Vector from runway i to runway j.
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local b=UTILS.VecSubstract(rj.center, ri.center)
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b=UTILS.VecAdd(ri.center, b)
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-- Check if rj is left of ri.
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local left=isLeft(c0, a, b)
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--env.info(string.format("Found pair %s: i=%d, j=%d, left==%s", ri.name, i, j, tostring(left)))
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if left then
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ri.isLeft=false
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rj.isLeft=true
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else
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ri.isLeft=true
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rj.isLeft=false
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end
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--break
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end
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return runways
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