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Changed offsets argument to use a table for clarity.
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@ -974,26 +974,27 @@ ZONE_UNIT = {
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-- @param #string ZoneName Name of the zone.
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-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
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-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
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-- @param Dcs.DCSTypes#Distance dx The offset in X direction, +x is north.
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-- @param Dcs.DCSTypes#Distance dy The offset in Y direction, +y is east.
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-- @param Dcs.DCSTypes#Distance rho The distance of the zone from the unit
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-- @param Dcs.DCSTypes#Angle theta The azimuth of the zone relative to unit
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-- @param Dcs.DCSTypes#Boolean relative_to_unit if true, theta is measured clockwise from unit's direction else clockwise from north.
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-- @param #table Offset A table specifying the offset. The offset table may have the following elements:
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-- dx The offset in X direction, +x is north.
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-- dy The offset in Y direction, +y is east.
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-- rho The distance of the zone from the unit
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-- theta The azimuth of the zone relative to unit
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-- relative_to_unit If true, theta is measured clockwise from unit's direction else clockwise from north. If using dx, dy setting this to true makes +x parallel to unit heading.
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-- dx, dy OR rho, theta may be used, not both.
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-- @return #ZONE_UNIT self
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function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, dx, dy, rho, theta, relative_to_unit)
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self.dy = dy or 0.0
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self.dx = dx or 0.0
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self.rho = rho or 0.0
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self.theta = theta * math.pi / 180.0 or 0.0
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self.relative_to_unit = relative_to_unit or false
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function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
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-- check if the inputs was reasonable, either (dx, dy) or (rho, theta) can be given, else raise an exception.
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if (dx or dy) and (rho or theta) then
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error("Cannot use arguments (dx, dy) with (rho, theta)")
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-- check if the inputs was reasonable, either (dx, dy) or (rho, theta) can be given, else raise an exception.
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if (Offset.dx or Offset.dy) and (Offset.rho or Offset.theta) then
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error("Cannot use (dx, dy) with (rho, theta)")
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end
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self.dy = Offset.dy or 0.0
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self.dx = Offset.dx or 0.0
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self.rho = Offset.rho or 0.0
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self.theta = (Offset.theta or 0.0) * math.pi / 180.0
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self.relative_to_unit = Offset.relative_to_unit or false
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local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) )
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self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
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@ -1013,20 +1014,24 @@ function ZONE_UNIT:GetVec2()
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local ZoneVec2 = self.ZoneUNIT:GetVec2()
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if ZoneVec2 then
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-- update the zone position with the offsets.
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if (self.dx or self.dy) then
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ZoneVec2.x = ZoneVec2.x + self.dx
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ZoneVec2.y = ZoneVec2.y + self.dy
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end
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if (self.rho or self.theta) then
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-- check if theta is relative to unit or relative to north
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if self.relative_to_unit then
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heading = self.ZoneUNIT:GetHeading() * math.pi / 180.0 or 0.0
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if self.relative_to_unit then
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heading = ( self.ZoneUNIT:GetHeading() or 0.0 ) * math.pi / 180.0
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else
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heading = 0.0
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end
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end
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-- update the zone position with the offsets.
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if (self.dx or self.dy) then
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-- use heading to rotate offset relative to unit using rotation matrix in 2D.
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-- see: https://en.wikipedia.org/wiki/Rotation_matrix
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ZoneVec2.x = ZoneVec2.x + self.dx * math.cos( -heading ) + self.dy * math.sin( -heading )
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ZoneVec2.y = ZoneVec2.y - self.dx * math.sin( -heading ) + self.dy * math.cos( -heading )
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end
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-- if using the polar coordinates
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if (self.rho or self.theta) then
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ZoneVec2.x = ZoneVec2.x + self.rho * math.cos( self.theta + heading )
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ZoneVec2.y = ZoneVec2.y + self.rho * math.sin( self.theta + heading )
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end
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