added functions:

GetReleaseHeading
GetReleaseAltitudeASL
GetReleaseCoordinate
GetReleasePitch
GetImpactHeading
This commit is contained in:
Niels Vaes 2023-11-22 23:48:00 +01:00
parent 02a87d9fe0
commit cd0f854f41

View File

@ -223,7 +223,15 @@ function WEAPON:New(WeaponObject)
-- Set log ID.
self.lid=string.format("[%s] %s | ", self.typeName, self.name)
if self.launcherUnit then
self.releaseHeading = self.launcherUnit:GetHeading()
self.releaseAltitudeASL = self.launcherUnit:GetAltitude()
self.releaseAltitudeAGL = self.launcherUnit:GetAltitude(true)
self.releaseCoordinate = self.launcherUnit:GetCoordinate()
self.releasePitch = self.launcherUnit:GetPitch()
end
-- Set default parameters
self:SetTimeStepTrack()
self:SetDistanceInterceptPoint()
@ -552,6 +560,52 @@ function WEAPON:GetImpactCoordinate()
return self.impactCoord
end
--- Get the heading on which the weapon was released
-- @param #WEAPON self
-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
-- @return #number Heading
function WEAPON:GetReleaseHeading(AccountForMagneticInclination)
AccountForMagneticInclination = AccountForMagneticInclination or true
if AccountForMagneticInclination then return self.releaseHeading - UTILS.GetMagneticDeclination() else return self.releaseHeading end
end
--- Get the altitude above sea level at which the weapon was released
-- @param #WEAPON self
-- @return #number Altitude in meters
function WEAPON:GetReleaseAltitudeASL()
return self.releaseAltitudeASL
end
--- Get the altitude above ground level at which the weapon was released
-- @param #WEAPON self
-- @return #number Altitude in meters
function WEAPON:GetReleaseAltitudeAGL()
return self.releaseAltitudeAGL
end
--- Get the coordinate where the weapon was released
-- @param #WEAPON self
-- @return Core.Point#COORDINATE Impact coordinate (if any).
function WEAPON:GetReleaseCoordinate()
return self.releaseCoordinate
end
--- Get the pitch of the unit when the weapon was released
-- @param #WEAPON self
-- @return #number Degrees
function WEAPON:GetReleasePitch()
return self.releasePitch
end
--- Get the heading of the weapon when it impacted. Note that this might not exist if the weapon has not impacted yet!
-- @param #WEAPON self
-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
-- @return #number Heading
function WEAPON:GetImpactHeading(AccountForMagneticInclination)
AccountForMagneticInclination = AccountForMagneticInclination or true
if AccountForMagneticInclination then return self.impactHeading - UTILS.GetMagneticDeclination() else return self.impactHeading end
end
--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
-- @param #WEAPON self
-- @return #boolean If `true`, weapon is in the air and `false` if not. Returns `nil` if weapon object itself is `nil`.
@ -781,7 +835,10 @@ function WEAPON:_TrackWeapon(time)
-- Safe impact coordinate.
self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
-- Safe impact heading
self.impactHeading = UTILS.VecHdg(self:GetVelocityVec3())
-- Mark impact point on F10 map.
if self.impactMark then
self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))