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Merge pull request #2348 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones` support for ZONE_POLYGON_BASE
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commit
ebecc70693
@ -1514,19 +1514,7 @@ end
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
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function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
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local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), self:GetRadius(), PosRadius, NumPositions)
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if clearPositions and #clearPositions > 0 then
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local validZones = {}
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for _, vec2 in pairs(clearPositions) do
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if self:IsVec2InZone(vec2) then
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table.insert(validZones, vec2)
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end
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end
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if #validZones > 0 then
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return validZones
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end
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end
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return nil
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return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
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end
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@ -1536,14 +1524,7 @@ end
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-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
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-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
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function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
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local radius = PosRadius or math.min(self.Radius/10, 200)
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local clearPositions = self:GetClearZonePositions(radius, NumPositions or 50)
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if clearPositions and #clearPositions > 0 then
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local randomPosition = clearPositions[math.random(1, #clearPositions)]
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return COORDINATE:NewFromVec2(randomPosition), radius
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end
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return nil
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return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
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end
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--- Returns a random Vec2 location within the zone.
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@ -2524,6 +2505,24 @@ function ZONE_POLYGON_BASE:Flush()
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return self
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end
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--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
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function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions)
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return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
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end
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--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
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-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
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-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
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-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
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function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
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return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
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end
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--- Smokes the zone boundaries in a color.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #boolean UnBound If true, the tyres will be destroyed.
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@ -4640,3 +4640,42 @@ end
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function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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end
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--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param Core.Zone#ZONE Zone to search.
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-- @param #number (Optional) PosRadius Required clear radius around each position. (Default is math.min(Radius/10, 200))
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-- @param #number (Optional) NumPositions Number of positions to find. (Default 50)
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
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function UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions)
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local radius = PosRadius or math.min(Zone:GetRadius()/10, 200)
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local clearPositions = UTILS.GetSimpleZones(Zone:GetVec3(), Zone:GetRadius(), radius, NumPositions or 50)
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if clearPositions and #clearPositions > 0 then
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local validZones = {}
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for _, vec2 in pairs(clearPositions) do
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if Zone:IsVec2InZone(vec2) then
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table.insert(validZones, vec2)
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end
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end
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if #validZones > 0 then
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return validZones, radius
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end
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end
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return nil
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end
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--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param Core.Zone#ZONE Zone to search.
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-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
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-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
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-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
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-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
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function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions)
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local clearPositions = UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions)
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if clearPositions and #clearPositions > 0 then
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local randomPosition, radius = clearPositions[math.random(1, #clearPositions)]
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return COORDINATE:NewFromVec2(randomPosition), radius
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end
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return nil
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end
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