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Added ZONE_OVAL. (#2057)
* Added ZONE_OVAL. This can be useful for simulating the area of a view zone from an object looking down at the ground for example. Can be constructed from a Mission Editor drawing. * add to DB
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@ -1998,6 +1998,220 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer )
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end
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end
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--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua
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--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for
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--- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of
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--- a polygon.
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-- @type _ZONE_TRIANGLE
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-- @extends #BASE
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ZONE_OVAL = {
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ClassName = "OVAL",
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ZoneName="",
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MajorAxis = nil,
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MinorAxis = nil,
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Angle = 0,
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DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map
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}
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--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.
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--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
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-- @param #table vec2 The center point of the oval
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-- @param #number major_axis The major axis of the oval
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-- @param #number minor_axis The minor axis of the oval
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-- @param #number angle The angle of the oval
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-- @return #ZONE_OVAL The new oval
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function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
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self = BASE:Inherit(self, ZONE_BASE:New())
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self.ZoneName = name
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self.CenterVec2 = vec2
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self.MajorAxis = major_axis
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self.MinorAxis = minor_axis
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self.Angle = angle or 0
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_DATABASE:AddZone(name, self)
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return self
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end
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--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.
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--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
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-- @param #ZONE_OVAL self
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-- @param #string DrawingName The name of the drawing in the Mission Editor
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-- @return #ZONE_OVAL self
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function ZONE_OVAL:NewFromDrawing(DrawingName)
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self = BASE:Inherit(self, ZONE_BASE:New(DrawingName))
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for _, layer in pairs(env.mission.drawings.layers) do
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for _, object in pairs(layer["objects"]) do
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if string.find(object["name"], DrawingName, 1, true) then
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if object["polygonMode"] == "oval" then
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self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
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self.MajorAxis = object["r1"]
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self.MinorAxis = object["r2"]
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self.Angle = object["angle"]
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end
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end
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end
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end
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_DATABASE:AddZone(DrawingName, self)
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return self
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end
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--- Gets the major axis of the oval.
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-- @return #number The major axis of the oval
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function ZONE_OVAL:GetMajorAxis()
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return self.MajorAxis
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end
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--- Gets the minor axis of the oval.
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-- @return #number The minor axis of the oval
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function ZONE_OVAL:GetMinorAxis()
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return self.MinorAxis
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end
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--- Gets the angle of the oval.
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-- @return #number The angle of the oval
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function ZONE_OVAL:GetAngle()
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return self.Angle
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end
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--- Returns a the center point of the oval
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-- @return #table The center Vec2
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function ZONE_OVAL:GetVec2()
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return self.CenterVec2
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end
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--- Checks if a point is contained within the oval.
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-- @param #table point The point to check
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-- @return #bool True if the point is contained, false otherwise
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function ZONE_OVAL:IsVec2InZone(vec2)
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local cos, sin = math.cos, math.sin
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local dx = vec2.x - self.CenterVec2.x
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local dy = vec2.y - self.CenterVec2.y
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local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
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local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
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return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
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end
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--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
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-- @return #table The bounding box of the oval
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function ZONE_OVAL:GetBoundingSquare()
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local min_x = self.CenterVec2.x - self.MajorAxis
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local min_y = self.CenterVec2.y - self.MinorAxis
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local max_x = self.CenterVec2.x + self.MajorAxis
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local max_y = self.CenterVec2.y + self.MinorAxis
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return {
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{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
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}
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end
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--- Find points on the edge of the oval
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-- @param #number num_points How many points should be found. More = smoother shape
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-- @return #table Points on he edge
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function ZONE_OVAL:PointsOnEdge(num_points)
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num_points = num_points or 40
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local points = {}
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local dtheta = 2 * math.pi / num_points
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for i = 0, num_points - 1 do
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local theta = i * dtheta
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local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
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local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
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table.insert(points, {x = x, y = y})
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end
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return points
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end
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--- Returns a random Vec2 within the oval.
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-- @return #table The random Vec2
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function ZONE_OVAL:GetRandomVec2()
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local theta = math.rad(self.Angle)
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local random_point = math.sqrt(math.random()) --> uniformly
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--local random_point = math.random() --> more clumped around center
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local phi = math.random() * 2 * math.pi
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local x_c = random_point * math.cos(phi)
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local y_c = random_point * math.sin(phi)
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local x_e = x_c * self.MajorAxis
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local y_e = y_c * self.MinorAxis
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local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
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local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
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return {x=rx, y=ry}
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end
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--- Define a random @{Core.Point#POINT_VEC2} within the zone.
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-- @param #ZONE_OVAL self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_OVAL:GetRandomPointVec2()
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return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
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end
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--- Define a random @{Core.Point#POINT_VEC2} within the zone.
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-- @param #ZONE_OVAL self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_OVAL:GetRandomPointVec3()
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return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
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end
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--- Draw the zone on the F10 map.
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--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
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-- @param #ZONE_OVAL self
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-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
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-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
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-- @param #number Alpha Transparency [0,1]. Default 1.
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-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
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-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
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-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
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-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
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-- @return #ZONE_OVAL self
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function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
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Coalition = Coalition or self:GetDrawCoalition()
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-- Set draw coalition.
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self:SetDrawCoalition(Coalition)
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Color = Color or self:GetColorRGB()
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Alpha = Alpha or 1
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-- Set color.
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self:SetColor(Color, Alpha)
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FillColor = FillColor or self:GetFillColorRGB()
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if not FillColor then
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UTILS.DeepCopy(Color)
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end
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FillAlpha = FillAlpha or self:GetFillColorAlpha()
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if not FillAlpha then
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FillAlpha = 0.15
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end
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LineType = LineType or 1
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-- Set fill color -----------> has fill color worked in recent versions of DCS?
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-- doing something like
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--
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-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
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--
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-- doesn't seem to fill in the shape for an n-sided polygon
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self:SetFillColor(FillColor, FillAlpha)
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self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80))
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self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
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end
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--- Remove drawing from F10 map
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function ZONE_OVAL:UndrawZone()
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if self.DrawPoly then
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self.DrawPoly:UndrawZone()
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end
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end
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--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua
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--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua
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--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for
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--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for
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@ -2016,7 +2230,7 @@ _ZONE_TRIANGLE = {
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}
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}
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function _ZONE_TRIANGLE:New(p1, p2, p3)
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function _ZONE_TRIANGLE:New(p1, p2, p3)
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local self = BASE:Inherit(self, BASE:New())
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local self = BASE:Inherit(self, ZONE_BASE:New())
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self.Points = {p1, p2, p3}
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self.Points = {p1, p2, p3}
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local center_x = (p1.x + p2.x + p3.x) / 3
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local center_x = (p1.x + p2.x + p3.x) / 3
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