Progress on Route

This commit is contained in:
FlightControl
2016-07-03 07:49:26 +02:00
parent 4ac962a87a
commit 23ea389b8f
16 changed files with 506 additions and 97 deletions

View File

@@ -101,10 +101,10 @@ end
--- Returns if a location is within the zone.
-- @param #ZONE_BASE self
-- @param DCSTypes#Vec2 PointVec2 The location to test.
-- @param DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
self:F2( PointVec2 )
function ZONE_BASE:IsPointVec2InZone( Vec2 )
self:F2( Vec2 )
return false
end
@@ -121,18 +121,27 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 )
return InZone
end
--- Returns the Vec2 coordinate of the zone.
-- @param #ZONE_BASE self
-- @return #nil.
function ZONE_BASE:GetVec2()
self:F2( self.ZoneName )
return nil
end
--- Define a random @{DCSTypes#Vec2} within the zone.
-- @param #ZONE_BASE self
-- @return DCSTypes#Vec2 The Vec2 coordinates.
-- @return #nil The Vec2 coordinates.
function ZONE_BASE:GetRandomVec2()
return { x = 0, y = 0 }
return nil
end
--- Get the bounding square the zone.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE.BoundingSquare The bounding square.
-- @return #nil The bounding square.
function ZONE_BASE:GetBoundingSquare()
return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
--return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
return nil
end
@@ -147,7 +156,7 @@ 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#Vec2 Vec2 The current location of the zone.
-- @field DCSTypes#Distance Radius The radius of the zone.
-- @extends Zone#ZONE_BASE
ZONE_RADIUS = {
@@ -157,15 +166,15 @@ 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#Vec2 Vec2 The location of the zone.
-- @param DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:New( ZoneName, PointVec2, Radius )
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, PointVec2, Radius } )
self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.PointVec2 = PointVec2
self.Vec2 = Vec2
return self
end
@@ -179,7 +188,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points )
self:F2( SmokeColor )
local Point = {}
local PointVec2 = self:GetPointVec2()
local Vec2 = self:GetVec2()
Points = Points and Points or 360
@@ -188,8 +197,8 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points )
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.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Smoke( SmokeColor )
end
@@ -207,7 +216,7 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth )
self:F2( { FlareColor, Azimuth } )
local Point = {}
local PointVec2 = self:GetPointVec2()
local Vec2 = self:GetVec2()
Points = Points and Points or 360
@@ -216,8 +225,8 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth )
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.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Flare( FlareColor, Azimuth )
end
@@ -251,26 +260,26 @@ end
--- Returns the location of the zone.
-- @param #ZONE_RADIUS self
-- @return DCSTypes#Vec2 The location of the zone.
function ZONE_RADIUS:GetPointVec2()
function ZONE_RADIUS:GetVec2()
self:F2( self.ZoneName )
self:T2( { self.PointVec2 } )
self:T2( { self.Vec2 } )
return self.PointVec2
return self.Vec2
end
--- Sets the location of the zone.
-- @param #ZONE_RADIUS self
-- @param DCSTypes#Vec2 PointVec2 The new location of the zone.
-- @param DCSTypes#Vec2 Vec2 The new location of the zone.
-- @return DCSTypes#Vec2 The new location of the zone.
function ZONE_RADIUS:SetPointVec2( PointVec2 )
function ZONE_RADIUS:SetPointVec2( Vec2 )
self:F2( self.ZoneName )
self.PointVec2 = PointVec2
self.Vec2 = Vec2
self:T2( { self.PointVec2 } )
self:T2( { self.Vec2 } )
return self.PointVec2
return self.Vec2
end
--- Returns the point of the zone.
@@ -280,9 +289,9 @@ end
function ZONE_RADIUS:GetPointVec3( Height )
self:F2( self.ZoneName )
local PointVec2 = self:GetPointVec2()
local Vec2 = self:GetVec2()
local PointVec3 = { x = PointVec2.x, y = land.getHeight( self:GetPointVec2() ) + Height, z = PointVec2.y }
local PointVec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { PointVec3 } )
@@ -292,14 +301,14 @@ end
--- Returns if a location is within the zone.
-- @param #ZONE_RADIUS self
-- @param DCSTypes#Vec2 PointVec2 The location to test.
-- @param DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsPointVec2InZone( PointVec2 )
self:F2( PointVec2 )
function ZONE_RADIUS:IsPointVec2InZone( Vec2 )
self:F2( Vec2 )
local ZonePointVec2 = self:GetPointVec2()
local ZoneVec2 = self:GetVec2()
if (( PointVec2.x - ZonePointVec2.x )^2 + ( PointVec2.y - ZonePointVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
return true
end
@@ -310,10 +319,10 @@ end
-- @param #ZONE_RADIUS self
-- @param DCSTypes#Vec3 PointVec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsPointVec3InZone( PointVec3 )
self:F2( PointVec3 )
function ZONE_RADIUS:IsPointVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsPointVec2InZone( { x = PointVec3.x, y = PointVec3.z } )
local InZone = self:IsPointVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -325,11 +334,11 @@ function ZONE_RADIUS:GetRandomVec2()
self:F( self.ZoneName )
local Point = {}
local PointVec2 = self:GetPointVec2()
local Vec2 = self:GetVec2()
local angle = math.random() * math.pi*2;
Point.x = PointVec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = PointVec2.y + math.sin( angle ) * math.random() * self:GetRadius();
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
@@ -383,8 +392,8 @@ ZONE_UNIT = {
-- @param DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_UNIT self
function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetPointVec2(), Radius ) )
self:F( { ZoneName, ZoneUNIT:GetPointVec2(), Radius } )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) )
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
self.ZoneUNIT = ZoneUNIT
@@ -395,14 +404,14 @@ end
--- Returns the current location of the @{Unit#UNIT}.
-- @param #ZONE_UNIT self
-- @return DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location.
function ZONE_UNIT:GetPointVec2()
function ZONE_UNIT:GetVec2()
self:F( self.ZoneName )
local ZonePointVec2 = self.ZoneUNIT:GetPointVec2()
local ZoneVec2 = self.ZoneUNIT:GetVec2()
self:T( { ZonePointVec2 } )
self:T( { ZoneVec2 } )
return ZonePointVec2
return ZoneVec2
end
-- Polygons
@@ -492,10 +501,10 @@ end
--- Returns if a location is within the zone.
-- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
-- @param #ZONE_POLYGON_BASE self
-- @param DCSTypes#Vec2 PointVec2 The location to test.
-- @param DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsPointVec2InZone( PointVec2 )
self:F2( PointVec2 )
function ZONE_POLYGON_BASE:IsPointVec2InZone( Vec2 )
self:F2( Vec2 )
local Next
local Prev
@@ -506,8 +515,8 @@ function ZONE_POLYGON_BASE:IsPointVec2InZone( PointVec2 )
while Next <= #self.Polygon do
self:T( { Next, Prev, self.Polygon[Next], self.Polygon[Prev] } )
if ( ( ( self.Polygon[Next].y > PointVec2.y ) ~= ( self.Polygon[Prev].y > PointVec2.y ) ) and
( PointVec2.x < ( self.Polygon[Prev].x - self.Polygon[Next].x ) * ( PointVec2.y - self.Polygon[Next].y ) / ( self.Polygon[Prev].y - self.Polygon[Next].y ) + self.Polygon[Next].x )
if ( ( ( self.Polygon[Next].y > Vec2.y ) ~= ( self.Polygon[Prev].y > Vec2.y ) ) and
( Vec2.x < ( self.Polygon[Prev].x - self.Polygon[Next].x ) * ( Vec2.y - self.Polygon[Next].y ) / ( self.Polygon[Prev].y - self.Polygon[Next].y ) + self.Polygon[Next].x )
) then
InPolygon = not InPolygon
end