--- **Core** - Defines an extensive API to manage 3D points in the DCS World 3D simulation space. -- -- ## Features: -- -- * Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it. -- * Provides a POINT\_VEC2 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a Lat/Lon and Altitude perspective. -- * Provides a POINT\_VEC3 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a X, Z and Y vector perspective. -- -- === -- -- # Demo Missions -- -- ### [POINT_VEC Demo Missions source code]() -- -- ### [POINT_VEC Demo Missions, only for beta testers]() -- -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- -- === -- -- # YouTube Channel -- -- ### [POINT_VEC YouTube Channel]() -- -- === -- -- ### Authors: -- -- * FlightControl : Design & Programming -- -- ### Contributions: -- -- @module Core.Point -- @image Core_Coordinate.JPG do -- COORDINATE --- @type COORDINATE -- @extends Core.Base#BASE --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. -- -- # 1) Create a COORDINATE object. -- -- A new COORDINATE object can be created with 3 various methods: -- -- * @{#COORDINATE.New}(): from a 3D point. -- * @{#COORDINATE.NewFromVec2}(): from a @{DCS#Vec2} and possible altitude. -- * @{#COORDINATE.NewFromVec3}(): from a @{DCS#Vec3}. -- -- -- # 2) Smoke, flare, explode, illuminate at the coordinate. -- -- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods: -- -- ## 2.1) Smoke -- -- * @{#COORDINATE.Smoke}(): To smoke the point in a certain color. -- * @{#COORDINATE.SmokeBlue}(): To smoke the point in blue. -- * @{#COORDINATE.SmokeRed}(): To smoke the point in red. -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. -- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. -- -- ## 2.2) Flare -- -- * @{#COORDINATE.Flare}(): To flare the point in a certain color. -- * @{#COORDINATE.FlareRed}(): To flare the point in red. -- * @{#COORDINATE.FlareYellow}(): To flare the point in yellow. -- * @{#COORDINATE.FlareWhite}(): To flare the point in white. -- * @{#COORDINATE.FlareGreen}(): To flare the point in green. -- -- ## 2.3) Explode -- -- * @{#COORDINATE.Explosion}(): To explode the point with a certain intensity. -- -- ## 2.4) Illuminate -- -- * @{#COORDINATE.IlluminationBomb}(): To illuminate the point. -- -- -- # 3) Create markings on the map. -- -- Place markers (text boxes with clarifications for briefings, target locations or any other reference point) -- on the map for all players, coalitions or specific groups: -- -- * @{#COORDINATE.MarkToAll}(): Place a mark to all players. -- * @{#COORDINATE.MarkToCoalition}(): Place a mark to a coalition. -- * @{#COORDINATE.MarkToCoalitionRed}(): Place a mark to the red coalition. -- * @{#COORDINATE.MarkToCoalitionBlue}(): Place a mark to the blue coalition. -- * @{#COORDINATE.MarkToGroup}(): Place a mark to a group (needs to have a client in it or a CA group (CA group is bugged)). -- * @{#COORDINATE.RemoveMark}(): Removes a mark from the map. -- -- # 4) Coordinate calculation methods. -- -- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method: -- -- ## 4.1) Get the distance between 2 points. -- -- * @{#COORDINATE.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space. -- * @{#COORDINATE.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space. -- -- ## 4.2) Get the angle. -- -- * @{#COORDINATE.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector. -- * @{#COORDINATE.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector. -- * @{#COORDINATE.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point. -- -- ## 4.3) Coordinate translation. -- -- * @{#COORDINATE.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle. -- -- ## 4.4) Get the North correction of the current location. -- -- * @{#COORDINATE.GetNorthCorrection}(): Obtains the north correction at the current 3D point. -- -- ## 4.5) Point Randomization -- -- Various methods exist to calculate random locations around a given 3D point. -- -- * @{#COORDINATE.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band. -- * @{#COORDINATE.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band. -- -- ## 4.6) LOS between coordinates. -- -- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate. -- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line. -- The method @{#COORDINATE.IsLOS}() returns if the two coodinates have LOS. -- -- ## 4.7) Check the coordinate position. -- -- Various methods are available that allow to check if a coordinate is: -- -- * @{#COORDINATE.IsInRadius}(): in a give radius. -- * @{#COORDINATE.IsInSphere}(): is in a given sphere. -- * @{#COORDINATE.IsAtCoordinate2D}(): is in a given coordinate within a specific precision. -- -- -- -- # 5) Measure the simulation environment at the coordinate. -- -- ## 5.1) Weather specific. -- -- Within the DCS simulator, a coordinate has specific environmental properties, like wind, temperature, humidity etc. -- -- * @{#COORDINATE.GetWind}(): Retrieve the wind at the specific coordinate within the DCS simulator. -- * @{#COORDINATE.GetTemperature}(): Retrieve the temperature at the specific height within the DCS simulator. -- * @{#COORDINATE.GetPressure}(): Retrieve the pressure at the specific height within the DCS simulator. -- -- ## 5.2) Surface specific. -- -- Within the DCS simulator, the surface can have various objects placed at the coordinate, and the surface height will vary. -- -- * @{#COORDINATE.GetLandHeight}(): Retrieve the height of the surface (on the ground) within the DCS simulator. -- * @{#COORDINATE.GetSurfaceType}(): Retrieve the surface type (on the ground) within the DCS simulator. -- -- # 6) Create waypoints for routes. -- -- A COORDINATE can prepare waypoints for Ground and Air groups to be embedded into a Route. -- -- * @{#COORDINATE.WaypointAir}(): Build an air route point. -- * @{#COORDINATE.WaypointGround}(): Build a ground route point. -- -- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class. -- -- ## 7) Manage the roads. -- -- Important for ground vehicle transportation and movement, the method @{#COORDINATE.GetClosestPointToRoad}() will calculate -- the closest point on the nearest road. -- -- In order to use the most optimal road system to transport vehicles, the method @{#COORDINATE.GetPathOnRoad}() will calculate -- the most optimal path following the road between two coordinates. -- -- -- -- -- -- ## 8) Metric or imperial system -- -- * @{#COORDINATE.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles. -- * @{#COORDINATE.SetMetric}(): Sets the 3D point to Metric or Nautical Miles. -- -- -- ## 9) Coordinate text generation -- -- -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. -- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text. -- -- @field #COORDINATE COORDINATE = { ClassName = "COORDINATE", } --- @field COORDINATE.WaypointAltType COORDINATE.WaypointAltType = { BARO = "BARO", RADIO = "RADIO", } --- @field COORDINATE.WaypointAction COORDINATE.WaypointAction = { TurningPoint = "Turning Point", FlyoverPoint = "Fly Over Point", FromParkingArea = "From Parking Area", FromParkingAreaHot = "From Parking Area Hot", FromRunway = "From Runway", Landing = "Landing", LandingReFuAr = "LandingReFuAr", } --- @field COORDINATE.WaypointType COORDINATE.WaypointType = { TakeOffParking = "TakeOffParking", TakeOffParkingHot = "TakeOffParkingHot", TakeOff = "TakeOffParkingHot", TurningPoint = "Turning Point", Land = "Land", LandingReFuAr = "LandingReFuAr", } --- COORDINATE constructor. -- @param #COORDINATE self -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right. -- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right. -- @return #COORDINATE function COORDINATE:New( x, y, z ) local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE self.x = x self.y = y self.z = z return self end --- COORDINATE constructor. -- @param #COORDINATE self -- @param #COORDINATE Coordinate. -- @return #COORDINATE function COORDINATE:NewFromCoordinate( Coordinate ) local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE self.x = Coordinate.x self.y = Coordinate.y self.z = Coordinate.z return self end --- Create a new COORDINATE object from Vec2 coordinates. -- @param #COORDINATE self -- @param DCS#Vec2 Vec2 The Vec2 point. -- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height. -- @return #COORDINATE function COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) local LandHeight = land.getHeight( Vec2 ) LandHeightAdd = LandHeightAdd or 0 LandHeight = LandHeight + LandHeightAdd local self = self:New( Vec2.x, LandHeight, Vec2.y ) -- #COORDINATE self:F2( self ) return self end --- Create a new COORDINATE object from Vec3 coordinates. -- @param #COORDINATE self -- @param DCS#Vec3 Vec3 The Vec3 point. -- @return #COORDINATE function COORDINATE:NewFromVec3( Vec3 ) local self = self:New( Vec3.x, Vec3.y, Vec3.z ) -- #COORDINATE self:F2( self ) return self end --- Return the coordinates of the COORDINATE in Vec3 format. -- @param #COORDINATE self -- @return DCS#Vec3 The Vec3 format coordinate. function COORDINATE:GetVec3() return { x = self.x, y = self.y, z = self.z } end --- Return the coordinates of the COORDINATE in Vec2 format. -- @param #COORDINATE self -- @return DCS#Vec2 The Vec2 format coordinate. function COORDINATE:GetVec2() return { x = self.x, y = self.z } end --- Returns the coordinate from the latitude and longitude given in decimal degrees. -- @param #COORDINATE self -- @param #number latitude Latitude in decimal degrees. -- @param #number longitude Longitude in decimal degrees. -- @param #number altitude (Optional) Altitude in meters. Default is the land height at the coordinate. -- @return #COORDINATE function COORDINATE:NewFromLLDD( latitude, longitude, altitude) -- Returns a point from latitude and longitude in the vec3 format. local vec3=coord.LLtoLO(latitude, longitude) -- Convert vec3 to coordinate object. local _coord=self:NewFromVec3(vec3) -- Adjust height if altitude==nil then _coord.y=altitude else _coord.y=self:GetLandHeight() end return _coord end --- Returns if the 2 coordinates are at the same 2D position. -- @param #COORDINATE self -- @param #COORDINATE Coordinate -- @param #number Precision -- @return #boolean true if at the same position. function COORDINATE:IsAtCoordinate2D( Coordinate, Precision ) self:F( { Coordinate = Coordinate:GetVec2() } ) self:F( { self = self:GetVec2() } ) local x = Coordinate.x local z = Coordinate.z return x - Precision <= self.x and x + Precision >= self.x and z - Precision <= self.z and z + Precision >= self.z end --- Scan/find objects (units, statics, scenery) within a certain radius around the coordinate using the world.searchObjects() DCS API function. -- @param #COORDINATE self -- @param #number radius (Optional) Scan radius in meters. Default 100 m. -- @param #boolean scanunits (Optional) If true scan for units. Default true. -- @param #boolean scanstatics (Optional) If true scan for static objects. Default true. -- @param #boolean scanscenery (Optional) If true scan for scenery objects. Default false. -- @return #boolean True if units were found. -- @return #boolean True if statics were found. -- @return #boolean True if scenery objects were found. -- @return #table Table of MOOSE @[#Wrapper.Unit#UNIT} objects found. -- @return #table Table of DCS static objects found. -- @return #table Table of DCS scenery objects found. function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery) self:F(string.format("Scanning in radius %.1f m.", radius)) local SphereSearch = { id = world.VolumeType.SPHERE, params = { point = self:GetVec3(), radius = radius, } } -- Defaults radius=radius or 100 if scanunits==nil then scanunits=true end if scanstatics==nil then scanstatics=true end if scanscenery==nil then scanscenery=false end --{Object.Category.UNIT, Object.Category.STATIC, Object.Category.SCENERY} local scanobjects={} if scanunits then table.insert(scanobjects, Object.Category.UNIT) end if scanstatics then table.insert(scanobjects, Object.Category.STATIC) end if scanscenery then table.insert(scanobjects, Object.Category.SCENERY) end -- Found stuff. local Units = {} local Statics = {} local Scenery = {} local gotstatics=false local gotunits=false local gotscenery=false local function EvaluateZone(ZoneObject) if ZoneObject then -- Get category of scanned object. local ObjectCategory = ZoneObject:getCategory() -- Check for unit or static objects if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then table.insert(Units, UNIT:Find(ZoneObject)) gotunits=true elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then table.insert(Statics, ZoneObject) gotstatics=true elseif ObjectCategory==Object.Category.SCENERY then table.insert(Scenery, ZoneObject) gotscenery=true end end return true end -- Search the world. world.searchObjects(scanobjects, SphereSearch, EvaluateZone) for _,unit in pairs(Units) do self:T(string.format("Scan found unit %s", unit:GetName())) end for _,static in pairs(Statics) do self:T(string.format("Scan found static %s", static:getName())) end for _,scenery in pairs(Scenery) do self:T(string.format("Scan found scenery %s", scenery:getTypeName())) end return gotunits, gotstatics, gotscenery, Units, Statics, Scenery end --- Calculate the distance from a reference @{#COORDINATE}. -- @param #COORDINATE self -- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}. -- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters. function COORDINATE:DistanceFromPointVec2( PointVec2Reference ) self:F2( PointVec2Reference ) local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 self:T2( Distance ) return Distance end --- Add a Distance in meters from the COORDINATE orthonormal plane, with the given angle, and calculate the new COORDINATE. -- @param #COORDINATE self -- @param DCS#Distance Distance The Distance to be added in meters. -- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil). -- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height. -- @return Core.Point#COORDINATE The new calculated COORDINATE. function COORDINATE:Translate( Distance, Angle, Keepalt ) local SX = self.x local SY = self.z local Radians = (Angle or 0) / 180 * math.pi local TX = Distance * math.cos( Radians ) + SX local TY = Distance * math.sin( Radians ) + SY if Keepalt then return COORDINATE:NewFromVec3( { x = TX, y=self.y, z = TY } ) else return COORDINATE:NewFromVec2( { x = TX, y = TY } ) end end --- Rotate coordinate in 2D (x,z) space. -- @param #COORDINATE self -- @param DCS#Angle Angle Angle of rotation in degrees. -- @return Core.Point#COORDINATE The rotated coordinate. function COORDINATE:Rotate2D(Angle) if not Angle then return self end local phi=math.rad(Angle) local X=self.z local Y=self.x --slocal R=math.sqrt(X*X+Y*Y) local x=X*math.cos(phi)-Y*math.sin(phi) local y=X*math.sin(phi)+Y*math.cos(phi) -- Coordinate assignment looks bit strange but is correct. return COORDINATE:NewFromVec3({x=y, y=self.y, z=x}) end --- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. -- @param #COORDINATE self -- @param DCS#Distance OuterRadius -- @param DCS#Distance InnerRadius -- @return DCS#Vec2 Vec2 function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius ) self:F2( { OuterRadius, InnerRadius } ) local Theta = 2 * math.pi * math.random() local Radials = math.random() + math.random() if Radials > 1 then Radials = 2 - Radials end local RadialMultiplier if InnerRadius and InnerRadius <= OuterRadius then RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius else RadialMultiplier = OuterRadius * Radials end local RandomVec2 if OuterRadius > 0 then RandomVec2 = { x = math.cos( Theta ) * RadialMultiplier + self.x, y = math.sin( Theta ) * RadialMultiplier + self.z } else RandomVec2 = { x = self.x, y = self.z } end return RandomVec2 end --- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. -- @param #COORDINATE self -- @param DCS#Distance OuterRadius -- @param DCS#Distance InnerRadius -- @return #COORDINATE function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius ) self:F2( { OuterRadius, InnerRadius } ) return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) ) end --- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. -- @param #COORDINATE self -- @param DCS#Distance OuterRadius -- @param DCS#Distance InnerRadius -- @return DCS#Vec3 Vec3 function COORDINATE:GetRandomVec3InRadius( OuterRadius, InnerRadius ) local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) local y = self.y + math.random( InnerRadius, OuterRadius ) local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.y } return RandomVec3 end --- Return the height of the land at the coordinate. -- @param #COORDINATE self -- @return #number function COORDINATE:GetLandHeight() local Vec2 = { x = self.x, y = self.z } return land.getHeight( Vec2 ) end --- Set the heading of the coordinate, if applicable. -- @param #COORDINATE self function COORDINATE:SetHeading( Heading ) self.Heading = Heading end --- Get the heading of the coordinate, if applicable. -- @param #COORDINATE self -- @return #number or nil function COORDINATE:GetHeading() return self.Heading end --- Set the velocity of the COORDINATE. -- @param #COORDINATE self -- @param #string Velocity Velocity in meters per second. function COORDINATE:SetVelocity( Velocity ) self.Velocity = Velocity end --- Return the velocity of the COORDINATE. -- @param #COORDINATE self -- @return #number Velocity in meters per second. function COORDINATE:GetVelocity() local Velocity = self.Velocity return Velocity or 0 end --- Return velocity text of the COORDINATE. -- @param #COORDINATE self -- @return #string function COORDINATE:GetMovingText( Settings ) return self:GetVelocityText( Settings ) .. ", " .. self:GetHeadingText( Settings ) end --- Return a direction vector Vec3 from COORDINATE to the COORDINATE. -- @param #COORDINATE self -- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @return DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. function COORDINATE:GetDirectionVec3( TargetCoordinate ) return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z } end --- Get a correction in radians of the real magnetic north of the COORDINATE. -- @param #COORDINATE self -- @return #number CorrectionRadians The correction in radians. function COORDINATE:GetNorthCorrectionRadians() local TargetVec3 = self:GetVec3() local lat, lon = coord.LOtoLL(TargetVec3) local north_posit = coord.LLtoLO(lat + 1, lon) return math.atan2( north_posit.z - TargetVec3.z, north_posit.x - TargetVec3.x ) end --- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format. -- @param #COORDINATE self -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @return #number DirectionRadians The angle in radians. function COORDINATE:GetAngleRadians( DirectionVec3 ) local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x ) --DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians() if DirectionRadians < 0 then DirectionRadians = DirectionRadians + 2 * math.pi -- put dir in range of 0 to 2*pi ( the full circle ) end return DirectionRadians end --- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format. -- @param #COORDINATE self -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @return #number DirectionRadians The angle in degrees. function COORDINATE:GetAngleDegrees( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Angle = UTILS.ToDegree( AngleRadians ) return Angle end --- Return the 2D distance in meters between the target COORDINATE and the COORDINATE. -- @param #COORDINATE self -- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @return DCS#Distance Distance The distance in meters. function COORDINATE:Get2DDistance( TargetCoordinate ) local TargetVec3 = TargetCoordinate:GetVec3() local SourceVec3 = self:GetVec3() return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 end --- Returns the temperature in Degrees Celsius. -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. -- @return Temperature in Degrees Celsius. function COORDINATE:GetTemperature(height) self:F2(height) local y=height or self.y local point={x=self.x, y=height or self.y, z=self.z} -- get temperature [K] and pressure [Pa] at point local T,P=atmosphere.getTemperatureAndPressure(point) -- Return Temperature in Deg C return T-273.15 end --- Returns a text of the temperature according the measurement system @{Settings}. -- The text will reflect the temperature like this: -- -- - For Russian and European aircraft using the metric system - Degrees Celcius (°C) -- - For Americain aircraft we link to the imperial system - Degrees Farenheit (°F) -- -- A text containing a pressure will look like this: -- -- - `Temperature: %n.d °C` -- - `Temperature: %n.d °F` -- -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. -- @return #string Temperature according the measurement system @{Settings}. function COORDINATE:GetTemperatureText( height, Settings ) local DegreesCelcius = self:GetTemperature( height ) local Settings = Settings or _SETTINGS if DegreesCelcius then if Settings:IsMetric() then return string.format( " %-2.2f °C", DegreesCelcius ) else return string.format( " %-2.2f °F", UTILS.CelciusToFarenheit( DegreesCelcius ) ) end else return " no temperature" end return nil end --- Returns the pressure in hPa. -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH. -- @return Pressure in hPa. function COORDINATE:GetPressure(height) local point={x=self.x, y=height or self.y, z=self.z} -- get temperature [K] and pressure [Pa] at point local T,P=atmosphere.getTemperatureAndPressure(point) -- Return Pressure in hPa. return P/100 end --- Returns a text of the pressure according the measurement system @{Settings}. -- The text will contain always the pressure in hPa and: -- -- - For Russian and European aircraft using the metric system - hPa and mmHg -- - For Americain and European aircraft we link to the imperial system - hPa and inHg -- -- A text containing a pressure will look like this: -- -- - `QFE: x hPa (y mmHg)` -- - `QFE: x hPa (y inHg)` -- -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH. -- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Settings}. function COORDINATE:GetPressureText( height, Settings ) local Pressure_hPa = self:GetPressure( height ) local Pressure_mmHg = Pressure_hPa * 0.7500615613030 local Pressure_inHg = Pressure_hPa * 0.0295299830714 local Settings = Settings or _SETTINGS if Pressure_hPa then if Settings:IsMetric() then return string.format( " %4.1f hPa (%3.1f mmHg)", Pressure_hPa, Pressure_mmHg ) else return string.format( " %4.1f hPa (%3.2f inHg)", Pressure_hPa, Pressure_inHg ) end else return " no pressure" end return nil end --- Returns the heading from this to another coordinate. -- @param #COORDINATE self -- @param #COORDINATE ToCoordinate -- @return #number Heading in degrees. function COORDINATE:HeadingTo(ToCoordinate) local dz=ToCoordinate.z-self.z local dx=ToCoordinate.x-self.x local heading=math.deg(math.atan2(dz, dx)) if heading < 0 then heading = 360 + heading end return heading end --- Returns the wind direction (from) and strength. -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @return Direction the wind is blowing from in degrees. -- @return Wind strength in m/s. function COORDINATE:GetWind(height) local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z} -- get wind velocity vector local wind = atmosphere.getWind(point) local direction = math.deg(math.atan2(wind.z, wind.x)) if direction < 0 then direction = 360 + direction end -- Convert to direction to from direction if direction > 180 then direction = direction-180 else direction = direction+180 end local strength=math.sqrt((wind.x)^2+(wind.z)^2) -- Return wind direction and strength km/h. return direction, strength end --- Returns the wind direction (from) and strength. -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @return Direction the wind is blowing from in degrees. function COORDINATE:GetWindWithTurbulenceVec3(height) -- AGL height if local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. -- Point at which the wind is evaluated. local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z} -- Get wind velocity vector including turbulences. local vec3 = atmosphere.getWindWithTurbulence(point) return vec3 end --- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}. -- The text will reflect the wind like this: -- -- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps). -- - For Americain aircraft we link to the imperial system - Wind direction in degrees (°) and wind speed in knots per second (kps). -- -- A text containing a pressure will look like this: -- -- - `Wind: %n ° at n.d mps` -- - `Wind: %n ° at n.d kps` -- -- @param #COORDINATE self -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @return #string Wind direction and strength according the measurement system @{Settings}. function COORDINATE:GetWindText( height, Settings ) local Direction, Strength = self:GetWind( height ) local Settings = Settings or _SETTINGS if Direction and Strength then if Settings:IsMetric() then return string.format( " %d ° at %3.2f mps", Direction, UTILS.MpsToKmph( Strength ) ) else return string.format( " %d ° at %3.2f kps", Direction, UTILS.MpsToKnots( Strength ) ) end else return " no wind" end return nil end --- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. -- @param #COORDINATE self -- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @return DCS#Distance Distance The distance in meters. function COORDINATE:Get3DDistance( TargetCoordinate ) local TargetVec3 = TargetCoordinate:GetVec3() local SourceVec3 = self:GetVec3() return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 end --- Provides a bearing text in degrees. -- @param #COORDINATE self -- @param #number AngleRadians The angle in randians. -- @param #number Precision The precision. -- @param Core.Settings#SETTINGS Settings -- @return #string The bearing text in degrees. function COORDINATE:GetBearingText( AngleRadians, Precision, Settings ) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local AngleDegrees = UTILS.Round( UTILS.ToDegree( AngleRadians ), Precision ) local s = string.format( '%03d°', AngleDegrees ) return s end --- Provides a distance text expressed in the units of measurement. -- @param #COORDINATE self -- @param #number Distance The distance in meters. -- @param Core.Settings#SETTINGS Settings -- @return #string The distance text expressed in the units of measurement. function COORDINATE:GetDistanceText( Distance, Settings ) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local DistanceText if Settings:IsMetric() then DistanceText = " for " .. UTILS.Round( Distance / 1000, 2 ) .. " km" else DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " miles" end return DistanceText end --- Return the altitude text of the COORDINATE. -- @param #COORDINATE self -- @return #string Altitude text. function COORDINATE:GetAltitudeText( Settings ) local Altitude = self.y local Settings = Settings or _SETTINGS if Altitude ~= 0 then if Settings:IsMetric() then return " at " .. UTILS.Round( self.y, -3 ) .. " meters" else return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet" end else return "" end end --- Return the velocity text of the COORDINATE. -- @param #COORDINATE self -- @return #string Velocity text. function COORDINATE:GetVelocityText( Settings ) local Velocity = self:GetVelocity() local Settings = Settings or _SETTINGS if Velocity then if Settings:IsMetric() then return string.format( " moving at %d km/h", UTILS.MpsToKmph( Velocity ) ) else return string.format( " moving at %d mi/h", UTILS.MpsToKmph( Velocity ) / 1.852 ) end else return " stationary" end end --- Return the heading text of the COORDINATE. -- @param #COORDINATE self -- @return #string Heading text. function COORDINATE:GetHeadingText( Settings ) local Heading = self:GetHeading() if Heading then return string.format( " bearing %3d°", Heading ) else return " bearing unknown" end end --- Provides a Bearing / Range string -- @param #COORDINATE self -- @param #number AngleRadians The angle in randians -- @param #number Distance The distance -- @param Core.Settings#SETTINGS Settings -- @return #string The BR Text function COORDINATE:GetBRText( AngleRadians, Distance, Settings ) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local BearingText = self:GetBearingText( AngleRadians, 0, Settings ) local DistanceText = self:GetDistanceText( Distance, Settings ) local BRText = BearingText .. DistanceText return BRText end --- Provides a Bearing / Range / Altitude string -- @param #COORDINATE self -- @param #number AngleRadians The angle in randians -- @param #number Distance The distance -- @param Core.Settings#SETTINGS Settings -- @return #string The BRA Text function COORDINATE:GetBRAText( AngleRadians, Distance, Settings ) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local BearingText = self:GetBearingText( AngleRadians, 0, Settings ) local DistanceText = self:GetDistanceText( Distance, Settings ) local AltitudeText = self:GetAltitudeText( Settings ) local BRAText = BearingText .. DistanceText .. AltitudeText -- When the POINT is a VEC2, there will be no altitude shown. return BRAText end --- Set altitude. -- @param #COORDINATE self -- @param #number altitude New altitude in meters. -- @param #boolean asl Altitude above sea level. Default is above ground level. -- @return #COORDINATE The COORDINATE with adjusted altitude. function COORDINATE:SetAltitude(altitude, asl) local alt=altitude if asl then alt=altitude else alt=self:GetLandHeight()+altitude end self.y=alt return self end --- Add a Distance in meters from the COORDINATE horizontal plane, with the given angle, and calculate the new COORDINATE. -- @param #COORDINATE self -- @param DCS#Distance Distance The Distance to be added in meters. -- @param DCS#Angle Angle The Angle in degrees. -- @return #COORDINATE The new calculated COORDINATE. function COORDINATE:Translate( Distance, Angle ) local SX = self.x local SZ = self.z local Radians = Angle / 180 * math.pi local TX = Distance * math.cos( Radians ) + SX local TZ = Distance * math.sin( Radians ) + SZ return COORDINATE:New( TX, self.y, TZ ) end --- Build an air type route point. -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param #COORDINATE.WaypointType Type The route point type. -- @param #COORDINATE.WaypointAction Action The route point action. -- @param DCS#Speed Speed Airspeed in km/h. Default is 500 km/h. -- @param #boolean SpeedLocked true means the speed is locked. -- @param Wrapper.Airbase#AIRBASE airbase The airbase for takeoff and landing points. -- @param #table DCSTasks A table of @{DCS#Task} items which are executed at the waypoint. -- @param #string description A text description of the waypoint, which will be shown on the F10 map. -- @param #number timeReFuAr Time in minutes the aircraft stays at the airport for ReFueling and ReArming. -- @return #table The route point. function COORDINATE:WaypointAir( AltType, Type, Action, Speed, SpeedLocked, airbase, DCSTasks, description, timeReFuAr ) self:F2( { AltType, Type, Action, Speed, SpeedLocked } ) -- Set alttype or "RADIO" which is AGL. AltType=AltType or "RADIO" -- Speedlocked by default if SpeedLocked==nil then SpeedLocked=true end -- Speed or default 500 km/h. Speed=Speed or 500 -- Waypoint array. local RoutePoint = {} -- Coordinates. RoutePoint.x = self.x RoutePoint.y = self.z -- Altitude. RoutePoint.alt = self.y RoutePoint.alt_type = AltType -- Waypoint type. RoutePoint.type = Type or nil RoutePoint.action = Action or nil -- Speed. RoutePoint.speed = Speed/3.6 RoutePoint.speed_locked = SpeedLocked -- ETA. RoutePoint.ETA=0 RoutePoint.ETA_locked=true -- Waypoint description. RoutePoint.name=description -- Airbase parameters for takeoff and landing points. if airbase then local AirbaseID = airbase:GetID() local AirbaseCategory = airbase:GetDesc().category if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then RoutePoint.linkUnit = AirbaseID RoutePoint.helipadId = AirbaseID elseif AirbaseCategory == Airbase.Category.AIRDROME then RoutePoint.airdromeId = AirbaseID else self:T("ERROR: Unknown airbase category in COORDINATE:WaypointAir()!") end --self:MarkToAll(string.format("Landing waypoint at airbase %s, ID=%d, Category=%d", airbase:GetName(), AirbaseID, AirbaseCategory )) end -- Time in minutes to stay at the airbase before resuming route. if Type==COORDINATE.WaypointType.LandingReFuAr then RoutePoint.timeReFuAr=timeReFuAr or 10 end -- Waypoint tasks. RoutePoint.task = {} RoutePoint.task.id = "ComboTask" RoutePoint.task.params = {} RoutePoint.task.params.tasks = DCSTasks or {} --RoutePoint.properties={} --RoutePoint.properties.addopt={} --RoutePoint.formation_template="" -- Debug. self:T({RoutePoint=RoutePoint}) -- Return waypoint. return RoutePoint end --- Build a Waypoint Air "Turning Point". -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param DCS#Speed Speed Airspeed in km/h. -- @param #table DCSTasks (Optional) A table of @{DCS#Task} items which are executed at the waypoint. -- @param #string description (Optional) A text description of the waypoint, which will be shown on the F10 map. -- @return #table The route point. function COORDINATE:WaypointAirTurningPoint( AltType, Speed, DCSTasks, description ) return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true, nil, DCSTasks, description ) end --- Build a Waypoint Air "Fly Over Point". -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param DCS#Speed Speed Airspeed in km/h. -- @return #table The route point. function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed ) return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.FlyoverPoint, Speed ) end --- Build a Waypoint Air "Take Off Parking Hot". -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param DCS#Speed Speed Airspeed in km/h. -- @return #table The route point. function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed ) return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParkingHot, COORDINATE.WaypointAction.FromParkingAreaHot, Speed ) end --- Build a Waypoint Air "Take Off Parking". -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param DCS#Speed Speed Airspeed in km/h. -- @return #table The route point. function COORDINATE:WaypointAirTakeOffParking( AltType, Speed ) return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, Speed ) end --- Build a Waypoint Air "Take Off Runway". -- @param #COORDINATE self -- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param DCS#Speed Speed Airspeed in km/h. -- @return #table The route point. function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed ) return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOff, COORDINATE.WaypointAction.FromRunway, Speed ) end --- Build a Waypoint Air "Landing". -- @param #COORDINATE self -- @param DCS#Speed Speed Airspeed in km/h. -- @param Wrapper.Airbase#AIRBASE airbase The airbase for takeoff and landing points. -- @param #table DCSTasks A table of @{DCS#Task} items which are executed at the waypoint. -- @param #string description A text description of the waypoint, which will be shown on the F10 map. -- @return #table The route point. -- @usage -- -- LandingZone = ZONE:New( "LandingZone" ) -- LandingCoord = LandingZone:GetCoordinate() -- LandingWaypoint = LandingCoord:WaypointAirLanding( 60 ) -- HeliGroup:Route( { LandWaypoint }, 1 ) -- Start landing the helicopter in one second. -- function COORDINATE:WaypointAirLanding( Speed, airbase, DCSTasks, description ) return self:WaypointAir(nil, COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, Speed, false, airbase, DCSTasks, description) end --- Build a Waypoint Air "LandingReFuAr". Mimics the aircraft ReFueling and ReArming. -- @param #COORDINATE self -- @param DCS#Speed Speed Airspeed in km/h. -- @param Wrapper.Airbase#AIRBASE airbase The airbase for takeoff and landing points. -- @param #number timeReFuAr Time in minutes, the aircraft stays at the airbase. Default 10 min. -- @param #table DCSTasks A table of @{DCS#Task} items which are executed at the waypoint. -- @param #string description A text description of the waypoint, which will be shown on the F10 map. -- @return #table The route point. function COORDINATE:WaypointAirLandingReFu( Speed, airbase, timeReFuAr, DCSTasks, description ) return self:WaypointAir(nil, COORDINATE.WaypointType.LandingReFuAr, COORDINATE.WaypointAction.LandingReFuAr, Speed, false, airbase, DCSTasks, description, timeReFuAr or 10) end --- Build an ground type route point. -- @param #COORDINATE self -- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h. -- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right". -- @return #table The route point. function COORDINATE:WaypointGround( Speed, Formation ) self:F2( { Formation, Speed } ) local RoutePoint = {} RoutePoint.x = self.x RoutePoint.y = self.z RoutePoint.action = Formation or "" --RoutePoint.formation_template = Formation and "" or nil RoutePoint.speed = ( Speed or 20 ) / 3.6 RoutePoint.speed_locked = true -- ["task"] = -- { -- ["id"] = "ComboTask", -- ["params"] = -- { -- ["tasks"] = -- { -- }, -- end of ["tasks"] -- }, -- end of ["params"] -- }, -- end of ["task"] RoutePoint.task = {} RoutePoint.task.id = "ComboTask" RoutePoint.task.params = {} RoutePoint.task.params.tasks = {} return RoutePoint end --- Gets the nearest airbase with respect to the current coordinates. -- @param #COORDINATE self -- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}. -- @param #number Coalition (Optional) Coalition of the airbase. -- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate. -- @return #number Distance to the closest airbase in meters. function COORDINATE:GetClosestAirbase(Category, Coalition) -- Get all airbases of the map. local airbases=AIRBASE.GetAllAirbases(Coalition) local closest=nil local distmin=nil -- Loop over all airbases. for _,_airbase in pairs(airbases) do local airbase=_airbase --Wrapper.Airbase#AIRBASE local category=airbase:GetDesc().category if Category and Category==category or Category==nil then local dist=self:Get2DDistance(airbase:GetCoordinate()) if closest==nil then distmin=dist closest=airbase else if dist=2 then for i=1,#Path-1 do Way=Way+Path[i+1]:Get2DDistance(Path[i]) end else -- There are cases where no path on road can be found. return nil,nil end return Path, Way, GotPath end --- Gets the surface type at the coordinate. -- @param #COORDINATE self -- @return DCS#SurfaceType Surface type. function COORDINATE:GetSurfaceType() local vec2=self:GetVec2() local surface=land.getSurfaceType(vec2) return surface end --- Checks if the surface type is on land. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is land. function COORDINATE:IsSurfaceTypeLand() return self:GetSurfaceType()==land.SurfaceType.LAND end --- Checks if the surface type is road. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is land. function COORDINATE:IsSurfaceTypeLand() return self:GetSurfaceType()==land.SurfaceType.LAND end --- Checks if the surface type is road. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is a road. function COORDINATE:IsSurfaceTypeRoad() return self:GetSurfaceType()==land.SurfaceType.ROAD end --- Checks if the surface type is runway. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is a runway or taxi way. function COORDINATE:IsSurfaceTypeRunway() return self:GetSurfaceType()==land.SurfaceType.RUNWAY end --- Checks if the surface type is shallow water. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is a shallow water. function COORDINATE:IsSurfaceTypeShallowWater() return self:GetSurfaceType()==land.SurfaceType.SHALLOW_WATER end --- Checks if the surface type is water. -- @param #COORDINATE self -- @return #boolean If true, the surface type at the coordinate is a deep water. function COORDINATE:IsSurfaceTypeWater() return self:GetSurfaceType()==land.SurfaceType.WATER end --- Creates an explosion at the point of a certain intensity. -- @param #COORDINATE self -- @param #number ExplosionIntensity Intensity of the explosion in kg TNT. Default 100 kg. -- @param #number Delay Delay before explosion in seconds. -- @return #COORDINATE self function COORDINATE:Explosion( ExplosionIntensity, Delay ) self:F2( { ExplosionIntensity } ) ExplosionIntensity=ExplosionIntensity or 100 if Delay and Delay>0 then SCHEDULER:New(nil, self.Explosion, {self,ExplosionIntensity}, Delay) else trigger.action.explosion( self:GetVec3(), ExplosionIntensity ) end return self end --- Creates an illumination bomb at the point. -- @param #COORDINATE self -- @param #number power Power of illumination bomb in Candela. -- @return #COORDINATE self function COORDINATE:IlluminationBomb(power) self:F2() trigger.action.illuminationBomb( self:GetVec3(), power ) end --- Smokes the point in a color. -- @param #COORDINATE self -- @param Utilities.Utils#SMOKECOLOR SmokeColor function COORDINATE:Smoke( SmokeColor ) self:F2( { SmokeColor } ) trigger.action.smoke( self:GetVec3(), SmokeColor ) end --- Smoke the COORDINATE Green. -- @param #COORDINATE self function COORDINATE:SmokeGreen() self:F2() self:Smoke( SMOKECOLOR.Green ) end --- Smoke the COORDINATE Red. -- @param #COORDINATE self function COORDINATE:SmokeRed() self:F2() self:Smoke( SMOKECOLOR.Red ) end --- Smoke the COORDINATE White. -- @param #COORDINATE self function COORDINATE:SmokeWhite() self:F2() self:Smoke( SMOKECOLOR.White ) end --- Smoke the COORDINATE Orange. -- @param #COORDINATE self function COORDINATE:SmokeOrange() self:F2() self:Smoke( SMOKECOLOR.Orange ) end --- Smoke the COORDINATE Blue. -- @param #COORDINATE self function COORDINATE:SmokeBlue() self:F2() self:Smoke( SMOKECOLOR.Blue ) end --- Big smoke and fire at the coordinate. -- @param #COORDINATE self -- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (0=small smoke and fire, 1=medium smoke and fire, 2=large smoke and fire, 3=huge smoke and fire, 4=small smoke, 5=medium smoke, 6=large smoke, 7=huge smoke). -- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5. function COORDINATE:BigSmokeAndFire( preset, density ) self:F2( { preset=preset, density=density } ) density=density or 0.5 trigger.action.effectSmokeBig( self:GetVec3(), preset, density ) end --- Small smoke and fire at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeAndFireSmall( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density) end --- Medium smoke and fire at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeAndFireMedium( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density) end --- Large smoke and fire at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeAndFireLarge( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density) end --- Huge smoke and fire at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeAndFireHuge( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density) end --- Small smoke at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeSmall( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density) end --- Medium smoke at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeMedium( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density) end --- Large smoke at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeLarge( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density) end --- Huge smoke at the coordinate. -- @param #COORDINATE self -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. function COORDINATE:BigSmokeHuge( density ) self:F2( { density=density } ) density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density) end --- Flares the point in a color. -- @param #COORDINATE self -- @param Utilities.Utils#FLARECOLOR FlareColor -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. function COORDINATE:Flare( FlareColor, Azimuth ) self:F2( { FlareColor } ) trigger.action.signalFlare( self:GetVec3(), FlareColor, Azimuth and Azimuth or 0 ) end --- Flare the COORDINATE White. -- @param #COORDINATE self -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. function COORDINATE:FlareWhite( Azimuth ) self:F2( Azimuth ) self:Flare( FLARECOLOR.White, Azimuth ) end --- Flare the COORDINATE Yellow. -- @param #COORDINATE self -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. function COORDINATE:FlareYellow( Azimuth ) self:F2( Azimuth ) self:Flare( FLARECOLOR.Yellow, Azimuth ) end --- Flare the COORDINATE Green. -- @param #COORDINATE self -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. function COORDINATE:FlareGreen( Azimuth ) self:F2( Azimuth ) self:Flare( FLARECOLOR.Green, Azimuth ) end --- Flare the COORDINATE Red. -- @param #COORDINATE self function COORDINATE:FlareRed( Azimuth ) self:F2( Azimuth ) self:Flare( FLARECOLOR.Red, Azimuth ) end do -- Markings --- Mark to All -- @param #COORDINATE self -- @param #string MarkText Free format text that shows the marking clarification. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @return #number The resulting Mark ID which is a number. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" ) function COORDINATE:MarkToAll( MarkText, ReadOnly, Text ) local MarkID = UTILS.GetMarkID() if ReadOnly==nil then ReadOnly=false end local text=Text or "" trigger.action.markToAll( MarkID, MarkText, self:GetVec3(), ReadOnly, text) return MarkID end --- Mark to Coalition -- @param #COORDINATE self -- @param #string MarkText Free format text that shows the marking clarification. -- @param Coalition -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @return #number The resulting Mark ID which is a number. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED ) function COORDINATE:MarkToCoalition( MarkText, Coalition, ReadOnly, Text ) local MarkID = UTILS.GetMarkID() if ReadOnly==nil then ReadOnly=false end local text=Text or "" trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition, ReadOnly, text ) return MarkID end --- Mark to Red Coalition -- @param #COORDINATE self -- @param #string MarkText Free format text that shows the marking clarification. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @return #number The resulting Mark ID which is a number. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkID = TargetCoord:MarkToCoalitionRed( "This is a target for the red coalition" ) function COORDINATE:MarkToCoalitionRed( MarkText, ReadOnly, Text ) return self:MarkToCoalition( MarkText, coalition.side.RED, ReadOnly, Text ) end --- Mark to Blue Coalition -- @param #COORDINATE self -- @param #string MarkText Free format text that shows the marking clarification. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @return #number The resulting Mark ID which is a number. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkID = TargetCoord:MarkToCoalitionBlue( "This is a target for the blue coalition" ) function COORDINATE:MarkToCoalitionBlue( MarkText, ReadOnly, Text ) return self:MarkToCoalition( MarkText, coalition.side.BLUE, ReadOnly, Text ) end --- Mark to Group -- @param #COORDINATE self -- @param #string MarkText Free format text that shows the marking clarification. -- @param Wrapper.Group#GROUP MarkGroup The @{Wrapper.Group} that receives the mark. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @return #number The resulting Mark ID which is a number. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkGroup = GROUP:FindByName( "AttackGroup" ) -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) function COORDINATE:MarkToGroup( MarkText, MarkGroup, ReadOnly, Text ) local MarkID = UTILS.GetMarkID() if ReadOnly==nil then ReadOnly=false end local text=Text or "" trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID(), ReadOnly, text ) return MarkID end --- Remove a mark -- @param #COORDINATE self -- @param #number MarkID The ID of the mark to be removed. -- @usage -- local TargetCoord = TargetGroup:GetCoordinate() -- local MarkGroup = GROUP:FindByName( "AttackGroup" ) -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) -- <<< logic >>> -- RemoveMark( MarkID ) -- The mark is now removed function COORDINATE:RemoveMark( MarkID ) trigger.action.removeMark( MarkID ) end end -- Markings --- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate. -- @param #COORDINATE self -- @param #COORDINATE ToCoordinate -- @return #boolean true If the ToCoordinate has LOS with the Coordinate, otherwise false. function COORDINATE:IsLOS( ToCoordinate ) -- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. local FromVec3 = self:GetVec3() FromVec3.y = FromVec3.y + 2 local ToVec3 = ToCoordinate:GetVec3() ToVec3.y = ToVec3.y + 2 local IsLOS = land.isVisible( FromVec3, ToVec3 ) return IsLOS end --- Returns if a Coordinate is in a certain Radius of this Coordinate in 2D plane using the X and Z axis. -- @param #COORDINATE self -- @param #COORDINATE Coordinate The coordinate that will be tested if it is in the radius of this coordinate. -- @param #number Radius The radius of the circle on the 2D plane around this coordinate. -- @return #boolean true if in the Radius. function COORDINATE:IsInRadius( Coordinate, Radius ) local InVec2 = self:GetVec2() local Vec2 = Coordinate:GetVec2() local InRadius = UTILS.IsInRadius( InVec2, Vec2, Radius) return InRadius end --- Returns if a Coordinate is in a certain radius of this Coordinate in 3D space using the X, Y and Z axis. -- So Radius defines the radius of the a Sphere in 3D space around this coordinate. -- @param #COORDINATE self -- @param #COORDINATE ToCoordinate The coordinate that will be tested if it is in the radius of this coordinate. -- @param #number Radius The radius of the sphere in the 3D space around this coordinate. -- @return #boolean true if in the Sphere. function COORDINATE:IsInSphere( Coordinate, Radius ) local InVec3 = self:GetVec3() local Vec3 = Coordinate:GetVec3() local InSphere = UTILS.IsInSphere( InVec3, Vec3, Radius) return InSphere end --- Return a BR string from a COORDINATE to the COORDINATE. -- @param #COORDINATE self -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The BR text. function COORDINATE:ToStringBR( FromCoordinate, Settings ) local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Distance = self:Get2DDistance( FromCoordinate ) return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings ) end --- Return a BRAA string from a COORDINATE to the COORDINATE. -- @param #COORDINATE self -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The BR text. function COORDINATE:ToStringBRA( FromCoordinate, Settings ) local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Distance = FromCoordinate:Get2DDistance( self ) local Altitude = self:GetAltitudeText() return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings ) end --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. -- @param #COORDINATE self -- @param DCS#coalition.side Coalition The coalition. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The BR text. function COORDINATE:ToStringBULLS( Coalition, Settings ) local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) ) local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Distance = self:Get2DDistance( BullsCoordinate ) local Altitude = self:GetAltitudeText() return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings ) end --- Return an aspect string from a COORDINATE to the Angle of the object. -- @param #COORDINATE self -- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @return #string The Aspect string, which is Hot, Cold or Flanking. function COORDINATE:ToStringAspect( TargetCoordinate ) local Heading = self.Heading local DirectionVec3 = self:GetDirectionVec3( TargetCoordinate ) local Angle = self:GetAngleDegrees( DirectionVec3 ) if Heading then local Aspect = Angle - Heading if Aspect > -135 and Aspect <= -45 then return "Flanking" end if Aspect > -45 and Aspect <= 45 then return "Hot" end if Aspect > 45 and Aspect <= 135 then return "Flanking" end if Aspect > 135 or Aspect <= -135 then return "Cold" end end return "" end --- Provides a Lat Lon string in Degree Minute Second format. -- @param #COORDINATE self -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The LL DMS Text function COORDINATE:ToStringLLDMS( Settings ) local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy local lat, lon = coord.LOtoLL( self:GetVec3() ) return "LL DMS, " .. UTILS.tostringLL( lat, lon, LL_Accuracy, true ) end --- Provides a Lat Lon string in Degree Decimal Minute format. -- @param #COORDINATE self -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The LL DDM Text function COORDINATE:ToStringLLDDM( Settings ) local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy local lat, lon = coord.LOtoLL( self:GetVec3() ) return "LL DDM, " .. UTILS.tostringLL( lat, lon, LL_Accuracy, false ) end --- Provides a MGRS string -- @param #COORDINATE self -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The MGRS Text function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424. local MGRS_Accuracy = Settings and Settings.MGRS_Accuracy or _SETTINGS.MGRS_Accuracy local lat, lon = coord.LOtoLL( self:GetVec3() ) local MGRS = coord.LLtoMGRS( lat, lon ) return "MGRS, " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) end --- Provides a coordinate string of the point, based on a coordinate format system: -- * Uses default settings in COORDINATE. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- @param #COORDINATE self -- @param #COORDINATE ReferenceCoord The refrence coordinate. -- @param #string ReferenceName The refrence name. -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The coordinate Text in the configured coordinate system. function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local IsAir = Controllable and Controllable:IsAirPlane() or false if IsAir then local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Distance = self:Get2DDistance( ReferenceCoord ) return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName else local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local Distance = self:Get2DDistance( ReferenceCoord ) return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName end return nil end --- Provides a coordinate string of the point, based on the A2G coordinate format system. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The coordinate Text in the configured coordinate system. function COORDINATE:ToStringA2G( Controllable, Settings ) self:F2( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS if Settings:IsA2G_BR() then -- If no Controllable is given to calculate the BR from, then MGRS will be used!!! if Controllable then local Coordinate = Controllable:GetCoordinate() return Controllable and self:ToStringBR( Coordinate, Settings ) or self:ToStringMGRS( Settings ) else return self:ToStringMGRS( Settings ) end end if Settings:IsA2G_LL_DMS() then return self:ToStringLLDMS( Settings ) end if Settings:IsA2G_LL_DDM() then return self:ToStringLLDDM( Settings ) end if Settings:IsA2G_MGRS() then return self:ToStringMGRS( Settings ) end return nil end --- Provides a coordinate string of the point, based on the A2A coordinate format system. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The coordinate Text in the configured coordinate system. function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2 self:F2( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS if Settings:IsA2A_BRAA() then if Controllable then local Coordinate = Controllable:GetCoordinate() return self:ToStringBRA( Coordinate, Settings ) else return self:ToStringMGRS( Settings ) end end if Settings:IsA2A_BULLS() then local Coalition = Controllable:GetCoalition() return self:ToStringBULLS( Coalition, Settings ) end if Settings:IsA2A_LL_DMS() then return self:ToStringLLDMS( Settings ) end if Settings:IsA2A_LL_DDM() then return self:ToStringLLDDM( Settings ) end if Settings:IsA2A_MGRS() then return self:ToStringMGRS( Settings ) end return nil end --- Provides a coordinate string of the point, based on a coordinate format system: -- * Uses default settings in COORDINATE. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable to retrieve the settings from, otherwise the default settings will be chosen. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated. -- @return #string The coordinate Text in the configured coordinate system. function COORDINATE:ToString( Controllable, Settings, Task ) -- self:E( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local ModeA2A = nil if Task then if Task:IsInstanceOf( TASK_A2A ) then ModeA2A = true else if Task:IsInstanceOf( TASK_A2G ) then ModeA2A = false else if Task:IsInstanceOf( TASK_CARGO ) then ModeA2A = false end if Task:IsInstanceOf( TASK_CAPTURE_ZONE ) then ModeA2A = false end end end end if ModeA2A == nil then local IsAir = Controllable and ( Controllable:IsAirPlane() or Controllable:IsHelicopter() ) or false if IsAir then ModeA2A = true else ModeA2A = false end end if ModeA2A == true then return self:ToStringA2A( Controllable, Settings ) else return self:ToStringA2G( Controllable, Settings ) end return nil end --- Provides a pressure string of the point, based on a measurement system: -- * Uses default settings in COORDINATE. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The pressure text in the configured measurement system. function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3 self:F2( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS return self:GetPressureText( nil, Settings ) end --- Provides a wind string of the point, based on a measurement system: -- * Uses default settings in COORDINATE. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @return #string The wind text in the configured measurement system. function COORDINATE:ToStringWind( Controllable, Settings ) self:F2( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS return self:GetWindText( nil, Settings ) end --- Provides a temperature string of the point, based on a measurement system: -- * Uses default settings in COORDINATE. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Core.Settings#SETTINGS -- @return #string The temperature text in the configured measurement system. function COORDINATE:ToStringTemperature( Controllable, Settings ) self:F2( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS return self:GetTemperatureText( nil, Settings ) end end do -- POINT_VEC3 --- The POINT_VEC3 class -- @type POINT_VEC3 -- @field #number x The x coordinate in 3D space. -- @field #number y The y coordinate in 3D space. -- @field #number z The z coordiante in 3D space. -- @field Utilities.Utils#SMOKECOLOR SmokeColor -- @field Utilities.Utils#FLARECOLOR FlareColor -- @field #POINT_VEC3.RoutePointAltType RoutePointAltType -- @field #POINT_VEC3.RoutePointType RoutePointType -- @field #POINT_VEC3.RoutePointAction RoutePointAction -- @extends #COORDINATE --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. -- -- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts. -- In order to keep the credibility of the the author, -- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors, -- who you can find on the Eagle Dynamics Forums. -- -- -- ## POINT_VEC3 constructor -- -- A new POINT_VEC3 object can be created with: -- -- * @{#POINT_VEC3.New}(): a 3D point. -- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}. -- -- -- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3 -- -- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate. -- Methods exist to manupulate these coordinates. -- -- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively. -- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value. -- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}() -- to add or substract a value from the current respective axis value. -- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example: -- -- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3() -- -- -- ## 3D calculation methods -- -- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method: -- -- -- ## Point Randomization -- -- Various methods exist to calculate random locations around a given 3D point. -- -- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band. -- -- -- @field #POINT_VEC3 POINT_VEC3 = { ClassName = "POINT_VEC3", Metric = true, RoutePointAltType = { BARO = "BARO", }, RoutePointType = { TakeOffParking = "TakeOffParking", TurningPoint = "Turning Point", }, RoutePointAction = { FromParkingArea = "From Parking Area", TurningPoint = "Turning Point", }, } --- RoutePoint AltTypes -- @type POINT_VEC3.RoutePointAltType -- @field BARO "BARO" --- RoutePoint Types -- @type POINT_VEC3.RoutePointType -- @field TakeOffParking "TakeOffParking" -- @field TurningPoint "Turning Point" --- RoutePoint Actions -- @type POINT_VEC3.RoutePointAction -- @field FromParkingArea "From Parking Area" -- @field TurningPoint "Turning Point" -- Constructor. --- Create a new POINT_VEC3 object. -- @param #POINT_VEC3 self -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing Upwards. -- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right. -- @return Core.Point#POINT_VEC3 function POINT_VEC3:New( x, y, z ) local self = BASE:Inherit( self, COORDINATE:New( x, y, z ) ) -- Core.Point#POINT_VEC3 self:F2( self ) return self end --- Create a new POINT_VEC3 object from Vec2 coordinates. -- @param #POINT_VEC3 self -- @param DCS#Vec2 Vec2 The Vec2 point. -- @param DCS#Distance LandHeightAdd (optional) Add a landheight. -- @return Core.Point#POINT_VEC3 self function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- Core.Point#POINT_VEC3 self:F2( self ) return self end --- Create a new POINT_VEC3 object from Vec3 coordinates. -- @param #POINT_VEC3 self -- @param DCS#Vec3 Vec3 The Vec3 point. -- @return Core.Point#POINT_VEC3 self function POINT_VEC3:NewFromVec3( Vec3 ) local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- Core.Point#POINT_VEC3 self:F2( self ) return self end --- Return the x coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @return #number The x coodinate. function POINT_VEC3:GetX() return self.x end --- Return the y coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @return #number The y coodinate. function POINT_VEC3:GetY() return self.y end --- Return the z coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @return #number The z coodinate. function POINT_VEC3:GetZ() return self.z end --- Set the x coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number x The x coordinate. -- @return #POINT_VEC3 function POINT_VEC3:SetX( x ) self.x = x return self end --- Set the y coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number y The y coordinate. -- @return #POINT_VEC3 function POINT_VEC3:SetY( y ) self.y = y return self end --- Set the z coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number z The z coordinate. -- @return #POINT_VEC3 function POINT_VEC3:SetZ( z ) self.z = z return self end --- Add to the x coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number x The x coordinate value to add to the current x coodinate. -- @return #POINT_VEC3 function POINT_VEC3:AddX( x ) self.x = self.x + x return self end --- Add to the y coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number y The y coordinate value to add to the current y coodinate. -- @return #POINT_VEC3 function POINT_VEC3:AddY( y ) self.y = self.y + y return self end --- Add to the z coordinate of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param #number z The z coordinate value to add to the current z coodinate. -- @return #POINT_VEC3 function POINT_VEC3:AddZ( z ) self.z = self.z +z return self end --- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3. -- @param #POINT_VEC3 self -- @param DCS#Distance OuterRadius -- @param DCS#Distance InnerRadius -- @return #POINT_VEC3 function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius ) return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) ) end end do -- POINT_VEC2 --- @type POINT_VEC2 -- @field DCS#Distance x The x coordinate in meters. -- @field DCS#Distance y the y coordinate in meters. -- @extends Core.Point#COORDINATE --- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified. -- -- ## POINT_VEC2 constructor -- -- A new POINT_VEC2 instance can be created with: -- -- * @{Core.Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter. -- * @{Core.Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}. -- -- ## Manupulate the X, Altitude, Y coordinates of the 2D point -- -- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate. -- Methods exist to manupulate these coordinates. -- -- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively. -- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value. -- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively. -- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}() -- to add or substract a value from the current respective axis value. -- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example: -- -- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2() -- -- @field #POINT_VEC2 POINT_VEC2 = { ClassName = "POINT_VEC2", } --- POINT_VEC2 constructor. -- @param #POINT_VEC2 self -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right. -- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height. -- @return Core.Point#POINT_VEC2 function POINT_VEC2:New( x, y, LandHeightAdd ) local LandHeight = land.getHeight( { ["x"] = x, ["y"] = y } ) LandHeightAdd = LandHeightAdd or 0 LandHeight = LandHeight + LandHeightAdd local self = BASE:Inherit( self, COORDINATE:New( x, LandHeight, y ) ) -- Core.Point#POINT_VEC2 self:F2( self ) return self end --- Create a new POINT_VEC2 object from Vec2 coordinates. -- @param #POINT_VEC2 self -- @param DCS#Vec2 Vec2 The Vec2 point. -- @return Core.Point#POINT_VEC2 self function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd ) local LandHeight = land.getHeight( Vec2 ) LandHeightAdd = LandHeightAdd or 0 LandHeight = LandHeight + LandHeightAdd local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- #POINT_VEC2 self:F2( self ) return self end --- Create a new POINT_VEC2 object from Vec3 coordinates. -- @param #POINT_VEC2 self -- @param DCS#Vec3 Vec3 The Vec3 point. -- @return Core.Point#POINT_VEC2 self function POINT_VEC2:NewFromVec3( Vec3 ) local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- #POINT_VEC2 self:F2( self ) return self end --- Return the x coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @return #number The x coodinate. function POINT_VEC2:GetX() return self.x end --- Return the y coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @return #number The y coodinate. function POINT_VEC2:GetY() return self.z end --- Set the x coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param #number x The x coordinate. -- @return #POINT_VEC2 function POINT_VEC2:SetX( x ) self.x = x return self end --- Set the y coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param #number y The y coordinate. -- @return #POINT_VEC2 function POINT_VEC2:SetY( y ) self.z = y return self end --- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x). -- @param #POINT_VEC2 self -- @return #number The x coodinate. function POINT_VEC2:GetLat() return self.x end --- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x). -- @param #POINT_VEC2 self -- @param #number x The x coordinate. -- @return #POINT_VEC2 function POINT_VEC2:SetLat( x ) self.x = x return self end --- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z). -- @param #POINT_VEC2 self -- @return #number The y coodinate. function POINT_VEC2:GetLon() return self.z end --- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z). -- @param #POINT_VEC2 self -- @param #number y The y coordinate. -- @return #POINT_VEC2 function POINT_VEC2:SetLon( z ) self.z = z return self end --- Return the altitude (height) of the land at the POINT_VEC2. -- @param #POINT_VEC2 self -- @return #number The land altitude. function POINT_VEC2:GetAlt() return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } ) end --- Set the altitude of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set. -- @return #POINT_VEC2 function POINT_VEC2:SetAlt( Altitude ) self.y = Altitude or land.getHeight( { x = self.x, y = self.z } ) return self end --- Add to the x coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param #number x The x coordinate. -- @return #POINT_VEC2 function POINT_VEC2:AddX( x ) self.x = self.x + x return self end --- Add to the y coordinate of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param #number y The y coordinate. -- @return #POINT_VEC2 function POINT_VEC2:AddY( y ) self.z = self.z + y return self end --- Add to the current land height an altitude. -- @param #POINT_VEC2 self -- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set. -- @return #POINT_VEC2 function POINT_VEC2:AddAlt( Altitude ) self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0 return self end --- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2. -- @param #POINT_VEC2 self -- @param DCS#Distance OuterRadius -- @param DCS#Distance InnerRadius -- @return #POINT_VEC2 function POINT_VEC2:GetRandomPointVec2InRadius( OuterRadius, InnerRadius ) self:F2( { OuterRadius, InnerRadius } ) return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) ) end -- TODO: Check this to replace --- Calculate the distance from a reference @{#POINT_VEC2}. -- @param #POINT_VEC2 self -- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}. -- @return DCS#Distance The distance from the reference @{#POINT_VEC2} in meters. function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference ) self:F2( PointVec2Reference ) local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 self:T2( Distance ) return Distance end end