ZONE_POLYGON_BASE:Boundary added (#1537)

* ZONE_POLYGON_BASE:Boundary added

ZONE_POLYGON_BASE:Boundary added

* Update Zone.lua

Change Radius default value
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Applevangelist 2021-05-24 10:00:16 +02:00 committed by GitHub
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@ -226,22 +226,6 @@ function ZONE_BASE:GetPointVec2()
end
--- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @return Core.Point#COORDINATE The Coordinate of the zone.
function ZONE_BASE:GetCoordinate()
self:F2( self.ZoneName )
local Vec2 = self:GetVec2()
local Coordinate = COORDINATE:NewFromVec2( Vec2 )
self:T2( { Coordinate } )
return Coordinate
end
--- Returns the @{DCS#Vec3} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
@ -281,15 +265,27 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#COORDINATE The Coordinate of the zone.
function ZONE_BASE:GetCoordinate( Height ) --R2.1
self:F2( self.ZoneName )
self:F2(self.ZoneName)
local Vec3 = self:GetVec3( Height )
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
if self.Coordinate then
self:T2( { PointVec3 } )
-- Update coordinates.
self.Coordinate.x=Vec3.x
self.Coordinate.y=Vec3.y
self.Coordinate.z=Vec3.z
return PointVec3
--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
else
-- Create a new coordinate object.
self.Coordinate=COORDINATE:NewFromVec3(Vec3)
--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
end
return self.Coordinate
end
@ -512,12 +508,51 @@ ZONE_RADIUS = {
-- @param DCS#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.Vec2 = Vec2
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
return self
end
--- Update zone from a 2D vector.
-- @param #ZONE_RADIUS self
-- @param DCS#Vec2 Vec2 The location of the zone.
-- @param DCS#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:UpdateFromVec2(Vec2, Radius)
-- New center of the zone.
self.Vec2=Vec2
if Radius then
self.Radius=Radius
end
return self
end
--- Update zone from a 2D vector.
-- @param #ZONE_RADIUS self
-- @param DCS#Vec3 Vec3 The location of the zone.
-- @param DCS#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:UpdateFromVec3(Vec3, Radius)
-- New center of the zone.
self.Vec2.x=Vec3.x
self.Vec2.y=Vec3.z
if Radius then
self.Radius=Radius
end
return self
end
@ -886,6 +921,32 @@ function ZONE_RADIUS:GetScannedSetUnit()
return SetUnit
end
--- Get a set of scanned units.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup()
self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP
self.ScanSetGroup.Set={}
if self.ScanData then
for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
local UnitObject = UnitObject -- DCS#Unit
if UnitObject:isExist() then
local FoundUnit=UNIT:FindByName(UnitObject:getName())
if FoundUnit then
local group=FoundUnit:GetGroup()
self.ScanSetGroup:AddGroup(group)
end
end
end
end
return self.ScanSetGroup
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
@ -1515,6 +1576,7 @@ end
-- ## Draw zone
--
-- * @{#ZONE_POLYGON_BASE.DrawZone}(): Draws the zone on the F10 map.
-- * @{#ZONE_POLYGON_BASE.Boundary}(): Draw a frontier on the F10 map with small filled circles.
--
--
-- @field #ZONE_POLYGON_BASE
@ -1522,21 +1584,27 @@ ZONE_POLYGON_BASE = {
ClassName="ZONE_POLYGON_BASE",
}
--- A points array.
--- A 2D points array.
-- @type ZONE_POLYGON_BASE.ListVec2
-- @list <DCS#Vec2>
-- @list <DCS#Vec2> Table of 2D vectors.
--- A 3D points array.
-- @type ZONE_POLYGON_BASE.ListVec3
-- @list <DCS#Vec3> Table of 3D vectors.
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon.
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName Name of the zone.
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon..
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, PointsArray } )
local i = 0
if PointsArray then
self._.Polygon = {}
@ -1546,6 +1614,42 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
self._.Polygon[i].y = PointsArray[i].y
end
end
return self
end
--- Update polygon points with an array of @{DCS#Vec2}.
-- @param #ZONE_POLYGON_BASE self
-- @param #ZONE_POLYGON_BASE.ListVec2 Vec2Array An array of @{DCS#Vec2}, forming a polygon.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:UpdateFromVec2(Vec2Array)
self._.Polygon = {}
for i=1,#Vec2Array do
self._.Polygon[i] = {}
self._.Polygon[i].x=Vec2Array[i].x
self._.Polygon[i].y=Vec2Array[i].y
end
return self
end
--- Update polygon points with an array of @{DCS#Vec3}.
-- @param #ZONE_POLYGON_BASE self
-- @param #ZONE_POLYGON_BASE.ListVec3 Vec2Array An array of @{DCS#Vec3}, forming a polygon.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:UpdateFromVec3(Vec3Array)
self._.Polygon = {}
for i=1,#Vec3Array do
self._.Polygon[i] = {}
self._.Polygon[i].x=Vec3Array[i].x
self._.Polygon[i].y=Vec3Array[i].z
end
return self
end
@ -1922,6 +2026,45 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end
--- Draw a frontier on the F10 map with small filled circles.
-- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
-- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1, 0, 0} for red. Default {1, 1, 1}= White.
-- @param #number Radius (Optional) Radius of the circles in meters. Default 1000.
-- @param #number Alpha (Optional) Alpha transparency [0,1]. Default 1.
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
-- @param #boolean Closed (Optional) Link the last point with the first one to obtain a closed boundary. Default false
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, Closed)
Coalition = Coalition or -1
Color = Color or {1, 1, 1}
Radius = Radius or 1000
Alpha = Alpha or 1
Segments = Segments or 10
Closed = Closed or false
local i = 1
local j = #self._.Polygon
if (Closed) then
Limit = #self._.Polygon + 1
else
Limit = #self._.Polygon
end
while i <= #self._.Polygon do
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
if j ~= Limit then
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
for Segment = 0, Segments do
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
ZONE_RADIUS:New( "Zone", {x = PointX, y = PointY}, Radius ):DrawZone(Coalition, Color, 1, Color, Alpha, nil, true)
end
end
j = i
i = i + 1
end
return self
end
--- @type ZONE_POLYGON
-- @extends #ZONE_POLYGON_BASE