Revert "Adding SHAPES (#2110)" (#2112)

This reverts commit 26deaca16632a2e16a854339f32170f0594f717d.
This commit is contained in:
Thomas 2024-04-21 10:12:51 +02:00 committed by GitHub
parent 26deaca166
commit 28411d2093
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
9 changed files with 9 additions and 1685 deletions

View File

@ -122,15 +122,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Arrow.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )

View File

@ -1,259 +0,0 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.CIRCLE
--- CIRCLE class.
-- @type CIRCLE
-- @field #string ClassName Name of the class.
-- @field #number Radius Radius of the circle
--- *It's NOT hip to be square* -- Someone, somewhere, probably
--
-- ===
--
-- # CIRCLE
-- CIRCLEs can be fetched from the drawings in the Mission Editor
-- This class has some of the standard CIRCLE functions you'd expect. One function of interest is CIRCLE:PointInSector() that you can use if a point is
-- within a certain sector (pizza slice) of a circle. This can be useful for many things, including rudimentary, "radar-like" searches from a unit.
-- @field #CIRCLE
--- CIRCLE class with properties and methods for handling circles.
CIRCLE = {
ClassName = "CIRCLE",
Radius = nil,
}
--- Finds a circle on the map by its name. The circle must have been added in the Mission Editor
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "circle" then
self.Radius = object["radius"]
end
end
end
end
return self
end
--- Finds a circle by its name in the database.
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new circle from a center point and a radius.
-- @param #table vec2 The center point of the circle
-- @param #number radius The radius of the circle
-- @return #CIRCLE The new circle
function CIRCLE:New(vec2, radius)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.Radius = radius
return self
end
--- Gets the radius of the circle.
-- @return #number The radius of the circle
function CIRCLE:GetRadius()
return self.Radius
end
--- Checks if a point is contained within the circle.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true
end
return false
end
--- Checks if a point is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #table point The point to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:PointInSector(point, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
local function are_clockwise(v1, v2)
return -v1.x * v2.y + v1.y * v2.x > 0
end
local function is_in_radius(rp)
return rp.x * rp.x + rp.y * rp.y <= radius ^ 2
end
local rel_pt = {
x = point.x - center.x,
y = point.y - center.y
}
local rel_sector_start = {
x = sector_start.x - center.x,
y = sector_start.y - center.y,
}
local rel_sector_end = {
x = sector_end.x - center.x,
y = sector_end.y - center.y,
}
return not are_clockwise(rel_sector_start, rel_pt) and
are_clockwise(rel_sector_end, rel_pt) and
is_in_radius(rel_pt, radius)
end
--- Checks if a unit is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string unit_name The name of the unit to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInSector(unit_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if self:PointInSector(UNIT:FindByName(unit_name):GetVec2(), sector_start, sector_end, center, radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return false
end
end
return true
end
--- Checks if a unit is contained within a radius of the circle.
-- @param #string unit_name The name of the unit to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInRadius(unit_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if UTILS.IsInRadius(center, UNIT:FindByName(unit_name):GetVec2(), radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return false
end
end
return true
end
--- Returns a random Vec2 within the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2()
local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
local ry = math.random(0, self.Radius) * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder()
local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x
local ry = self.Radius * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the circle. The bounding box is the smallest rectangle that contains the circle.
-- @return #table The bounding box of the circle
function CIRCLE:GetBoundingBox()
local min_x = self.CenterVec2.x - self.Radius
local min_y = self.CenterVec2.y - self.Radius
local max_x = self.CenterVec2.x + self.Radius
local max_y = self.CenterVec2.y + self.Radius
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end

View File

@ -1,66 +0,0 @@
CUBE = {
ClassName = "CUBE",
Points = {},
Coords = {}
}
--- Points need to be added in the following order:
--- p1 -> p4 make up the front face of the cube
--- p5 -> p8 make up the back face of the cube
--- p1 connects to p5
--- p2 connects to p6
--- p3 connects to p7
--- p4 connects to p8
---
--- 8-----------7
--- /| /|
--- / | / |
--- 4--+--------3 |
--- | | | |
--- | | | |
--- | | | |
--- | 5--------+--6
--- | / | /
--- |/ |/
--- 1-----------2
---
function CUBE:New(p1, p2, p3, p4, p5, p6, p7, p8)
local self = BASE:Inherit(self, SHAPE_BASE)
self.Points = {p1, p2, p3, p4, p5, p6, p7, p8}
for _, point in spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec3(point))
end
return self
end
function CUBE:GetCenter()
local center = { x=0, y=0, z=0 }
for _, point in pairs(self.Points) do
center.x = center.x + point.x
center.y = center.y + point.y
center.z = center.z + point.z
end
center.x = center.x / 8
center.y = center.y / 8
center.z = center.z / 8
return center
end
function CUBE:ContainsPoint(point, cube_points)
cube_points = cube_points or self.Points
local min_x, min_y, min_z = math.huge, math.huge, math.huge
local max_x, max_y, max_z = -math.huge, -math.huge, -math.huge
-- Find the minimum and maximum x, y, and z values of the cube points
for _, p in ipairs(cube_points) do
if p.x < min_x then min_x = p.x end
if p.y < min_y then min_y = p.y end
if p.z < min_z then min_z = p.z end
if p.x > max_x then max_x = p.x end
if p.y > max_y then max_y = p.y end
if p.z > max_z then max_z = p.z end
end
return point.x >= min_x and point.x <= max_x and point.y >= min_y and point.y <= max_y and point.z >= min_z and point.z <= max_z
end

View File

@ -1,331 +0,0 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.LINE
--- OVAL class.
-- @type OVAL
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
-- @field #LINE
LINE = {
ClassName = "LINE",
Points = {},
Coords = {},
}
--- Finds a line on the map by its name. The line must be drawn in the Mission Editor
-- @param #string line_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:FindOnMap(line_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(line_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == line_name then
if object["primitiveType"] == "Line" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
table.insert(self.Points, p)
table.insert(self.Coords, coord)
end
end
end
end
end
self:I(#self.Points)
if #self.Points == 0 then
return nil
end
self.MarkIDs = {}
return self
end
--- Finds a line by its name in the database.
-- @param #string shape_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new line from two points.
-- @param #table vec2 The first point of the line
-- @param #number radius The second point of the line
-- @return #LINE The new line
function LINE:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self:I(self.Points)
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Creates a new line from a circle.
-- @param #table center_point center point of the circle
-- @param #number radius radius of the circle, half length of the line
-- @param #number angle_degrees degrees the line will form from center point
-- @return #LINE The new line
function LINE:NewFromCircle(center_point, radius, angle_degrees)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = center_point
local angleRadians = math.rad(angle_degrees)
local point1 = {
x = center_point.x + radius * math.cos(angleRadians),
y = center_point.y + radius * math.sin(angleRadians)
}
local point2 = {
x = center_point.x + radius * math.cos(angleRadians + math.pi),
y = center_point.y + radius * math.sin(angleRadians + math.pi)
}
for _, point in pairs{point1, point2} do
table.insert(self.Points, point)
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Gets the coordinates of the line.
-- @return #table The coordinates of the line
function LINE:Coordinates()
return self.Coords
end
--- Gets the start coordinate of the line. The start coordinate is the first point of the line.
-- @return #COORDINATE The start coordinate of the line
function LINE:GetStartCoordinate()
return self.Coords[1]
end
--- Gets the end coordinate of the line. The end coordinate is the last point of the line.
-- @return #COORDINATE The end coordinate of the line
function LINE:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Gets the start point of the line. The start point is the first point of the line.
-- @return #table The start point of the line
function LINE:GetStartPoint()
return self.Points[1]
end
--- Gets the end point of the line. The end point is the last point of the line.
-- @return #table The end point of the line
function LINE:GetEndPoint()
return self.Points[#self.Points]
end
--- Gets the length of the line.
-- @return #number The length of the line
function LINE:GetLength()
local total_length = 0
for i=1, #self.Points - 1 do
local x1, y1 = self.Points[i]["x"], self.Points[i]["y"]
local x2, y2 = self.Points[i+1]["x"], self.Points[i+1]["y"]
local segment_length = math.sqrt((x2 - x1)^2 + (y2 - y1)^2)
total_length = total_length + segment_length
end
return total_length
end
--- Returns a random point on the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #table The random point
function LINE:GetRandomPoint(points)
points = points or self.Points
local rand = math.random() -- 0->1
local random_x = points[1].x + rand * (points[2].x - points[1].x)
local random_y = points[1].y + rand * (points[2].y - points[1].y)
return { x= random_x, y= random_y }
end
--- Gets the heading of the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #number The heading of the line
function LINE:GetHeading(points)
points = points or self.Points
local angle = math.atan2(points[2].y - points[1].y, points[2].x - points[1].x)
angle = math.deg(angle)
if angle < 0 then
angle = angle + 360
end
return angle
end
--- Return each part of the line as a new line
-- @return #table The points
function LINE:GetIndividualParts()
local parts = {}
if #self.Points == 2 then
parts = {self}
end
for i=1, #self.Points -1 do
local p1 = self.Points[i]
local p2 = self.Points[i % #self.Points + 1]
table.add(parts, LINE:New(p1, p2))
end
return parts
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetPointsInbetween(amount, start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
if amount == 0 then return {start_point, end_point} end
amount = amount + 1
local points = {}
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local divided = { x = difference.x / amount, y = difference.y / amount }
for j=0, amount do
local part_pos = {x = divided.x * j, y = divided.y * j}
-- add part_pos vector to the start point so the new point is placed along in the line
local point = {x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
table.insert(points, point)
end
return points
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetCoordinatesInBetween(amount, start_point, end_point)
local coords = {}
for _, pt in pairs(self:GetPointsInbetween(amount, start_point, end_point)) do
table.add(coords, COORDINATE:NewFromVec2(pt))
end
return coords
end
function LINE:GetRandomPoint(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
local fraction = math.random()
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local part_pos = {x = difference.x * fraction, y = difference.y * fraction}
local random_point = { x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
return random_point
end
function LINE:GetRandomCoordinate(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
return COORDINATE:NewFromVec2(self:GetRandomPoint(start_point, end_point))
end
--- Gets a number of points on a sine wave between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @param #number frequency (Optional) The frequency of the sine wave, default 1
-- @param #number phase (Optional) The phase of the sine wave, default 0
-- @param #number amplitude (Optional) The amplitude of the sine wave, default 100
-- @return #table The points
function LINE:GetPointsBetweenAsSineWave(amount, start_point, end_point, frequency, phase, amplitude)
amount = amount or 20
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
frequency = frequency or 1 -- number of cycles per unit of x
phase = phase or 0 -- offset in radians
amplitude = amplitude or 100 -- maximum height of the wave
local points = {}
-- Returns the y-coordinate of the sine wave at x
local function sine_wave(x)
return amplitude * math.sin(2 * math.pi * frequency * (x - start_point.x) + phase)
end
-- Plot x-amount of points on the sine wave between point_01 and point_02
local x = start_point.x
local step = (end_point.x - start_point.x) / 20
for _=1, amount do
local y = sine_wave(x)
x = x + step
table.add(points, {x=x, y=y})
end
return points
end
--- Calculates the bounding box of the line. The bounding box is the smallest rectangle that contains the line.
-- @return #table The bounding box of the line
function LINE:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[2].x, self.Points[2].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the line on the map.
-- @param #table points The points of the line
function LINE:Draw()
for i=1, #self.Coords -1 do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the line from the map.
function LINE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

View File

@ -1,213 +0,0 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.OVAL
--- OVAL class.
-- @type OVAL
-- @field #string ClassName Name of the class.
-- @field #number MajorAxis The major axis (radius) of the oval
-- @field #number MinorAxis The minor axis (radius) of the oval
-- @field #number Angle The angle the oval is rotated on
--- *The little man removed his hat, what an egg shaped head he had* -- Agatha Christie
--
-- ===
--
-- # OVAL
-- OVALs can be fetched from the drawings in the Mission Editor
-- The major and minor axes define how elongated the shape of an oval is. This class has some basic functions that the other SHAPE classes have as well.
-- Since it's not possible to draw the shape of an oval while the mission is running, right now the draw function draws 2 cicles. One with the major axis and one with
-- the minor axis. It then draws a diamond shape on an angle where the corners touch the major and minor axes to give an indication of what the oval actually
-- looks like.
-- Using ovals can be handy to find an area on the ground that is actually an intersection of a cone and a plane. So imagine you're faking the view cone of
-- a targeting pod and
-- @field #OVAL
--- OVAL class with properties and methods for handling ovals.
OVAL = {
ClassName = "OVAL",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly=nil
}
--- Finds an oval on the map by its name. The oval must be drawn on the map.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
return self
end
--- Finds an oval by its name in the database.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new oval from a center point, major axis, minor axis, and angle.
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #OVAL The new oval
function OVAL:New(vec2, major_axis, minor_axis, angle)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
return self
end
--- Gets the major axis of the oval.
-- @return #number The major axis of the oval
function OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @return #number The minor axis of the oval
function OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @return #number The angle of the oval
function OVAL:GetAngle()
return self.Angle
end
--- Sets the major axis of the oval.
-- @param #number value The new major axis
function OVAL:SetMajorAxis(value)
self.MajorAxis = value
end
--- Sets the minor axis of the oval.
-- @param #number value The new minor axis
function OVAL:SetMinorAxis(value)
self.MinorAxis = value
end
--- Sets the angle of the oval.
-- @param #number value The new angle
function OVAL:SetAngle(value)
self.Angle = value
end
--- Checks if a point is contained within the oval.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function OVAL:ContainsPoint(point)
local cos, sin = math.cos, math.sin
local dx = point.x - self.CenterVec2.x
local dy = point.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Returns a random Vec2 within the oval.
-- @return #table The random Vec2
function OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @return #table The bounding box of the oval
function OVAL:GetBoundingBox()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the oval on the map, for debugging
-- @param #number angle (Optional) The angle of the oval. If nil will use self.Angle
function OVAL:Draw()
--for pt in pairs(self:PointsOnEdge(20)) do
-- COORDINATE:NewFromVec2(pt)
--end
self.DrawPoly = POLYGON:NewFromPoints(self:PointsOnEdge(20))
self.DrawPoly:Draw(true)
---- TODO: draw a better shape using line segments
--angle = angle or self.Angle
--local coor = self:GetCenterCoordinate()
--
--table.add(self.MarkIDs, coor:CircleToAll(self.MajorAxis))
--table.add(self.MarkIDs, coor:CircleToAll(self.MinorAxis))
--table.add(self.MarkIDs, coor:LineToAll(coor:Translate(self.MajorAxis, self.Angle)))
--
--local pt_1 = coor:Translate(self.MajorAxis, self.Angle)
--local pt_2 = coor:Translate(self.MinorAxis, self.Angle - 90)
--local pt_3 = coor:Translate(self.MajorAxis, self.Angle - 180)
--local pt_4 = coor:Translate(self.MinorAxis, self.Angle - 270)
--table.add(self.MarkIDs, pt_1:QuadToAll(pt_2, pt_3, pt_4), -1, {0, 1, 0}, 1, {0, 1, 0})
end
--- Removes the drawing of the oval from the map
function OVAL:RemoveDraw()
self.DrawPoly:RemoveDraw()
end
function OVAL:PointsOnEdge(num_points)
num_points = num_points or 20
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end

View File

@ -1,458 +0,0 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.POLYGON
--- POLYGON class.
-- @type POLYGON
-- @field #string ClassName Name of the class.
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Triangles List of TRIANGLEs that make up the shape of the POLYGON after being triangulated
-- @extends Core.Base#BASE
--- *Polygons are fashionable at the moment* -- Trip Hawkins
--
-- ===
--
-- # POLYGON
-- POLYGONs can be fetched from the drawings in the Mission Editor if the drawing is:
-- * A closed shape made with line segments
-- * A closed shape made with a freehand line
-- * A freehand drawn polygon
-- * A rect
-- Use the POLYGON:FindOnMap() of POLYGON:Find() functions for this. You can also create a non existing polygon in memory using the POLYGON:New() function. Pass in a
-- any number of Vec2s into this function to define the shape of the polygon you want.
-- You can draw very intricate and complex polygons in the Mission Editor to avoid (or include) map objects. You can then generate random points within this complex
-- shape for spawning groups or checking positions.
-- When a POLYGON is made, it's automatically triangulated. The resulting triangles are stored in POLYGON.Triangles. This also immeadiately saves the surface area
-- of the POLYGON. Because the POLYGON is triangulated, it's possible to generate random points within this POLYGON without having to use a trial and error method to see if
-- the point is contained within the shape.
-- Using POLYGON:GetRandomVec2() will result in a truly, non-biased, random Vec2 within the shape. You'll want to use this function most. There's also POLYGON:GetRandomNonWeightedVec2
-- which ignores the size of the triangles in the polygon to pick a random points. This will result in more points clumping together in parts of the polygon where the triangles are
-- the smallest.
-- @field #POLYGON
POLYGON = {
ClassName = "POLYGON",
Points = {},
Coords = {},
Triangles = {},
SurfaceArea = 0,
TriangleMarkIDs = {},
OutlineMarkIDs = {},
Angle = nil, -- for arrows
Heading = nil -- for arrows
}
--- Finds a polygon on the map by its name. The polygon must be added in the mission editor.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
if (object["primitiveType"] == "Line" and object["closed"] == true) or (object["polygonMode"] == "free") then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
elseif object["polygonMode"] == "rect" then
local angle = object["angle"]
local half_width = object["width"] / 2
local half_height = object["height"] / 2
local p1 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p2 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p3 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
local p4 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
self.Points = {p1, p2, p3, p4}
for _, point in pairs(self.Points) do
self.Coords[#self.Coords + 1] = COORDINATE:NewFromVec2(point)
end
elseif object["polygonMode"] == "arrow" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
self.Angle = object["angle"]
self.Heading = UTILS.ClampAngle(self.Angle + 90)
end
end
end
end
if #self.Points == 0 then
return nil
end
self.CenterVec2 = self:GetCentroid()
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
self.TriangleMarkIDs = {}
self.OutlineMarkIDs = {}
return self
end
--- Creates a polygon from a zone. The zone must be defined in the mission.
-- @param #string zone_name Name of the zone
-- @return #POLYGON The polygon created from the zone, or nil if the zone is not found
function POLYGON:FromZone(zone_name)
for _, zone in pairs(env.mission.triggers.zones) do
if zone["name"] == zone_name then
return POLYGON:New(unpack(zone["verticies"] or {}))
end
end
end
--- Finds a polygon by its name in the database.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new polygon from a list of points. Each point is a table with 'x' and 'y' fields.
-- @param #table ... Points of the polygon
-- @return #POLYGON The new polygon
function POLYGON:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self.Coords = {}
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
return self
end
--- Calculates the centroid of the polygon. The centroid is the average of the 'x' and 'y' coordinates of the points.
-- @return #table The centroid of the polygon
function POLYGON:GetCentroid()
local function sum(t)
local total = 0
for _, value in pairs(t) do
total = total + value
end
return total
end
local x_values = {}
local y_values = {}
local length = table.length(self.Points)
for _, point in pairs(self.Points) do
table.insert(x_values, point.x)
table.insert(y_values, point.y)
end
local x = sum(x_values) / length
local y = sum(y_values) / length
return {
["x"] = x,
["y"] = y
}
end
--- Returns the coordinates of the polygon. Each coordinate is a COORDINATE object.
-- @return #table The coordinates of the polygon
function POLYGON:GetCoordinates()
return self.Coords
end
--- Returns the start coordinate of the polygon. The start coordinate is the first point of the polygon.
-- @return #COORDINATE The start coordinate of the polygon
function POLYGON:GetStartCoordinate()
return self.Coords[1]
end
--- Returns the end coordinate of the polygon. The end coordinate is the last point of the polygon.
-- @return #COORDINATE The end coordinate of the polygon
function POLYGON:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Returns the start point of the polygon. The start point is the first point of the polygon.
-- @return #table The start point of the polygon
function POLYGON:GetStartPoint()
return self.Points[1]
end
--- Returns the end point of the polygon. The end point is the last point of the polygon.
-- @return #table The end point of the polygon
function POLYGON:GetEndPoint()
return self.Points[#self.Points]
end
--- Returns the points of the polygon. Each point is a table with 'x' and 'y' fields.
-- @return #table The points of the polygon
function POLYGON:GetPoints()
return self.Points
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:GetSurfaceArea()
return self.SurfaceArea
end
--- Calculates the bounding box of the polygon. The bounding box is the smallest rectangle that contains the polygon.
-- @return #table The bounding box of the polygon
function POLYGON:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[1].x, self.Points[1].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Triangulates the polygon. The polygon is divided into triangles.
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #table The triangles of the polygon
function POLYGON:Triangulate(points)
points = points or self.Points
local triangles = {}
local function get_orientation(shape_points)
local sum = 0
for i = 1, #shape_points do
local j = i % #shape_points + 1
sum = sum + (shape_points[j].x - shape_points[i].x) * (shape_points[j].y + shape_points[i].y)
end
return sum >= 0 and "clockwise" or "counter-clockwise" -- sum >= 0, return "clockwise", else return "counter-clockwise"
end
local function ensure_clockwise(shape_points)
local orientation = get_orientation(shape_points)
if orientation == "counter-clockwise" then
-- Reverse the order of shape_points so they're clockwise
local reversed = {}
for i = #shape_points, 1, -1 do
table.insert(reversed, shape_points[i])
end
return reversed
end
return shape_points
end
local function is_clockwise(p1, p2, p3)
local cross_product = (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x)
return cross_product < 0
end
local function divide_recursively(shape_points)
if #shape_points == 3 then
table.insert(triangles, TRIANGLE:New(shape_points[1], shape_points[2], shape_points[3]))
elseif #shape_points > 3 then -- find an ear -> a triangle with no other points inside it
for i, p1 in ipairs(shape_points) do
local p2 = shape_points[(i % #shape_points) + 1]
local p3 = shape_points[(i + 1) % #shape_points + 1]
local triangle = TRIANGLE:New(p1, p2, p3)
local is_ear = true
if not is_clockwise(p1, p2, p3) then
is_ear = false
else
for _, point in ipairs(shape_points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_ear = false
break
end
end
end
if is_ear then
-- Check if any point in the original polygon is inside the ear triangle
local is_valid_triangle = true
for _, point in ipairs(points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_valid_triangle = false
break
end
end
if is_valid_triangle then
table.insert(triangles, triangle)
local remaining_points = {}
for j, point in ipairs(shape_points) do
if point ~= p2 then
table.insert(remaining_points, point)
end
end
divide_recursively(remaining_points)
break
end
end
end
end
end
points = ensure_clockwise(points)
divide_recursively(points)
return triangles
end
function POLYGON:CovarianceMatrix()
local cx, cy = self:GetCentroid()
local covXX, covYY, covXY = 0, 0, 0
for _, p in ipairs(self.points) do
covXX = covXX + (p.x - cx)^2
covYY = covYY + (p.y - cy)^2
covXY = covXY + (p.x - cx) * (p.y - cy)
end
covXX = covXX / (#self.points - 1)
covYY = covYY / (#self.points - 1)
covXY = covXY / (#self.points - 1)
return covXX, covYY, covXY
end
function POLYGON:Direction()
local covXX, covYY, covXY = self:CovarianceMatrix()
-- Simplified calculation for the largest eigenvector's direction
local theta = 0.5 * math.atan2(2 * covXY, covXX - covYY)
return math.cos(theta), math.sin(theta)
end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2
function POLYGON:GetRandomVec2()
local weights = {}
for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
end
local random_weight = math.random()
local accumulated_weight = 0
for triangle, weight in pairs(weights) do
accumulated_weight = accumulated_weight + weight
if accumulated_weight >= random_weight then
return triangle:GetRandomVec2()
end
end
end
--- Returns a random non-weighted Vec2 within the polygon. The Vec2 is chosen from one of the triangles that make up the polygon.
-- @return #table The random non-weighted Vec2
function POLYGON:GetRandomNonWeightedVec2()
return self.Triangles[math.random(1, #self.Triangles)]:GetRandomVec2()
end
--- Checks if a point is contained within the polygon. The point is a table with 'x' and 'y' fields.
-- @param #table point The point to check
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #bool True if the point is contained, false otherwise
function POLYGON:ContainsPoint(point, polygon_points)
local x = point.x
local y = point.y
polygon_points = polygon_points or self.Points
local counter = 0
local num_points = #polygon_points
for current_index = 1, num_points do
local next_index = (current_index % num_points) + 1
local current_x, current_y = polygon_points[current_index].x, polygon_points[current_index].y
local next_x, next_y = polygon_points[next_index].x, polygon_points[next_index].y
if ((current_y > y) ~= (next_y > y)) and (x < (next_x - current_x) * (y - current_y) / (next_y - current_y) + current_x) then
counter = counter + 1
end
end
return counter % 2 == 1
end
--- Draws the polygon on the map. The polygon can be drawn with or without inner triangles. This is just for debugging
-- @param #bool include_inner_triangles Whether to include inner triangles in the drawing
function POLYGON:Draw(include_inner_triangles)
include_inner_triangles = include_inner_triangles or false
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.OutlineMarkIDs, c1:LineToAll(c2))
end
if include_inner_triangles then
for _, triangle in ipairs(self.Triangles) do
triangle:Draw()
end
end
end
--- Removes the drawing of the polygon from the map.
function POLYGON:RemoveDraw()
for _, triangle in pairs(self.Triangles) do
triangle:RemoveDraw()
end
for _, mark_id in pairs(self.OutlineMarkIDs) do
UTILS.RemoveMark(mark_id)
end
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:__CalculateSurfaceArea()
local area = 0
for _, triangle in pairs(self.Triangles) do
area = area + triangle.SurfaceArea
end
return area
end

View File

@ -1,216 +0,0 @@
--- **Shapes** - Class that serves as the base shapes drawn in the Mission Editor
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.SHAPE_BASE
-- @image CORE_Pathline.png
--- SHAPE_BASE class.
-- @type SHAPE_BASE
-- @field #string ClassName Name of the class.
-- @field #string Name Name of the shape
-- @field #table CenterVec2 Vec2 of the center of the shape, this will be assigned automatically
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically
-- @extends Core.Base#BASE
--- *I'm in love with the shape of you -- Ed Sheeran
--
-- ===
--
-- # SHAPE_BASE
-- The class serves as the base class to deal with these shapes using MOOSE. You should never use this class on its own,
-- rather use:
-- CIRCLE
-- LINE
-- OVAL
-- POLYGON
-- TRIANGLE (although this one's a bit special as well)
-- ===
-- The idea is that anything you draw on the map in the Mission Editor can be turned in a shape to work with in MOOSE.
-- This is the base class that all other shape classes are built on. There are some shared functions, most of which are overridden in the derived classes
-- @field #SHAPE_BASE
SHAPE_BASE = {
ClassName = "SHAPE_BASE",
Name = "",
CenterVec2 = nil,
Points = {},
Coords = {},
MarkIDs = {},
ColorString = "",
ColorRGBA = {}
}
--- Creates a new instance of SHAPE_BASE.
-- @return #SHAPE_BASE The new instance
function SHAPE_BASE:New()
local self = BASE:Inherit(self, BASE:New())
return self
end
--- Finds a shape on the map by its name.
-- @param #string shape_name Name of the shape to find
-- @return #SHAPE_BASE The found shape
function SHAPE_BASE:FindOnMap(shape_name)
local self = BASE:Inherit(self, BASE:New())
local found = false
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
self.Name = object["name"]
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.ColorString = object["colorString"]
self.ColorRGBA = UTILS.HexToRGBA(self.ColorString)
found = true
end
end
end
if not found then
self:E("Can't find a shape with name " .. shape_name)
end
return self
end
function SHAPE_BASE:GetAllShapes(filter)
filter = filter or ""
local return_shapes = {}
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.contains(object["name"], filter) then
table.add(return_shapes, object)
end
end
end
return return_shapes
end
--- Offsets the shape to a new position.
-- @param #table new_vec2 The new position
function SHAPE_BASE:Offset(new_vec2)
local offset_vec2 = UTILS.Vec2Subtract(new_vec2, self.CenterVec2)
self.CenterVec2 = new_vec2
if self.ClassName == "POLYGON" then
for _, point in pairs(self.Points) do
point.x = point.x + offset_vec2.x
point.y = point.y + offset_vec2.y
end
end
end
--- Gets the name of the shape.
-- @return #string The name of the shape
function SHAPE_BASE:GetName()
return self.Name
end
function SHAPE_BASE:GetColorString()
return self.ColorString
end
function SHAPE_BASE:GetColorRGBA()
return self.ColorRGBA
end
function SHAPE_BASE:GetColorRed()
return self.ColorRGBA.R
end
function SHAPE_BASE:GetColorGreen()
return self.ColorRGBA.G
end
function SHAPE_BASE:GetColorBlue()
return self.ColorRGBA.B
end
function SHAPE_BASE:GetColorAlpha()
return self.ColorRGBA.A
end
--- Gets the center position of the shape.
-- @return #table The center position
function SHAPE_BASE:GetCenterVec2()
return self.CenterVec2
end
--- Gets the center coordinate of the shape.
-- @return #COORDINATE The center coordinate
function SHAPE_BASE:GetCenterCoordinate()
return COORDINATE:NewFromVec2(self.CenterVec2)
end
--- Gets the coordinate of the shape.
-- @return #COORDINATE The coordinate
function SHAPE_BASE:GetCoordinate()
return self:GetCenterCoordinate()
end
--- Checks if a point is contained within the shape.
-- @param #table _ The point to check
-- @return #bool True if the point is contained, false otherwise
function SHAPE_BASE:ContainsPoint(_)
self:E("This needs to be set in the derived class")
end
--- Checks if a unit is contained within the shape.
-- @param #string unit_name The name of the unit to check
-- @return #bool True if the unit is contained, false otherwise
function SHAPE_BASE:ContainsUnit(unit_name)
local unit = UNIT:FindByName(unit_name)
if unit == nil or not unit:IsAlive() then
return false
end
if self:ContainsPoint(unit:GetVec2()) then
return true
end
return false
end
--- Checks if any unit of a group is contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if any unit of the group is contained, false otherwise
function SHAPE_BASE:ContainsAnyOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if self:ContainsPoint(unit:GetVec2()) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if all units of the group are contained, false otherwise
function SHAPE_BASE:ContainsAllOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if not self:ContainsPoint(unit:GetVec2()) then
return false
end
end
return true
end

View File

@ -1,86 +0,0 @@
-- TRIANGLE class with properties and methods for handling triangles. This class is mostly used by the POLYGON class, but you can use it on its own as well
--
-- ### Author: **nielsvaes/coconutcockpit**
--
--
TRIANGLE = {
ClassName = "TRIANGLE",
Points = {},
Coords = {},
SurfaceArea = 0
}
--- Creates a new triangle from three points. The points need to be given as Vec2s
-- @param #table p1 The first point of the triangle
-- @param #table p2 The second point of the triangle
-- @param #table p3 The third point of the triangle
-- @return #TRIANGLE The new triangle
function TRIANGLE:New(p1, p2, p3)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {p1, p2, p3}
local center_x = (p1.x + p2.x + p3.x) / 3
local center_y = (p1.y + p2.y + p3.y) / 3
self.CenterVec2 = {x=center_x, y=center_y}
for _, pt in pairs({p1, p2, p3}) do
table.add(self.Coords, COORDINATE:NewFromVec2(pt))
end
self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5
self.MarkIDs = {}
return self
end
--- Checks if a point is contained within the triangle.
-- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise
function TRIANGLE:ContainsPoint(pt, points)
points = points or self.Points
local function sign(p1, p2, p3)
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y)
end
local d1 = sign(pt, self.Points[1], self.Points[2])
local d2 = sign(pt, self.Points[2], self.Points[3])
local d3 = sign(pt, self.Points[3], self.Points[1])
local has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
local has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
end
--- Returns a random Vec2 within the triangle.
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points)
points = points or self.Points
local pt = {math.random(), math.random()}
table.sort(pt)
local s = pt[1]
local t = pt[2] - pt[1]
local u = 1 - pt[2]
return {x = s * points[1].x + t * points[2].x + u * points[3].x,
y = s * points[1].y + t * points[2].y + u * points[3].y}
end
--- Draws the triangle on the map, just for debugging
function TRIANGLE:Draw()
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the triangle from the map.
function TRIANGLE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

View File

@ -3513,25 +3513,6 @@ function string.contains(str, value)
return string.match(str, value)
end
--- Moves an object from one table to another
-- @param #obj object to move
-- @param #from_table table to move from
-- @param #to_table table to move to
function table.move_object(obj, from_table, to_table)
local index
for i, v in pairs(from_table) do
if v == obj then
index = i
end
end
if index then
local moved = table.remove(from_table, index)
table.insert_unique(to_table, moved)
end
end
--- Given tbl is a indexed table ({"hello", "dcs", "world"}), checks if element exists in the table.
--- The table can be made up out of complex tables or values as well
-- @param #table tbl
@ -3750,25 +3731,6 @@ function UTILS.OctalToDecimal(Number)
return tonumber(Number,8)
end
--- HexToRGBA
-- @param hex_string table
-- @return #table R, G, B, A
function UTILS.HexToRGBA(hex_string)
local hexNumber = tonumber(string.sub(hex_string, 3), 16) -- convert the string to a number
-- extract RGBA components
local alpha = hexNumber % 256
hexNumber = (hexNumber - alpha) / 256
local blue = hexNumber % 256
hexNumber = (hexNumber - blue) / 256
local green = hexNumber % 256
hexNumber = (hexNumber - green) / 256
local red = hexNumber % 256
return {R = red, G = green, B = blue, A = alpha}
end
--- Function to save the position of a set of #OPSGROUP (ARMYGROUP) objects.
-- @param Core.Set#SET_OPSGROUP Set of ops objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
@ -3806,7 +3768,7 @@ function UTILS.SaveSetOfOpsGroups(Set,Path,Filename,Structured)
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d,%s\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z,strucdata)
else
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z)
end
end
end
end
-- save the data
@ -3818,12 +3780,12 @@ end
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #table Returns a table of data entries: `{ groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure, legion=legion, alttemplate=alttemplate }`
-- Returns nil when the file cannot be read.
-- Returns nil when the file cannot be read.
function UTILS.LoadSetOfOpsGroups(Path,Filename)
local filename = Filename or "SetOfGroups"
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
@ -3858,20 +3820,20 @@ end
-- @param #number tgtHdg The absolute heading from the reference object to the target object/point in 0-360
-- @return #string text Text in clock heading such as "4 O'CLOCK"
-- @usage Display the range and clock distance of a BTR in relation to REAPER 1-1's heading:
--
--
-- myUnit = UNIT:FindByName( "REAPER 1-1" )
-- myTarget = GROUP:FindByName( "BTR-1" )
--
--
-- coordUnit = myUnit:GetCoordinate()
-- coordTarget = myTarget:GetCoordinate()
--
--
-- hdgUnit = myUnit:GetHeading()
-- hdgTarget = coordUnit:HeadingTo( coordTarget )
-- distTarget = coordUnit:Get3DDistance( coordTarget )
--
--
-- clockString = UTILS.ClockHeadingString( hdgUnit, hdgTarget )
--
-- -- Will show this message to REAPER 1-1 in-game: Contact BTR at 3 o'clock for 1134m!
--
-- -- Will show this message to REAPER 1-1 in-game: Contact BTR at 3 o'clock for 1134m!
-- MESSAGE:New("Contact BTR at " .. clockString .. " for " .. distTarget .. "m!):ToUnit( myUnit )
function UTILS.ClockHeadingString(refHdg,tgtHdg)
local relativeAngle = tgtHdg - refHdg