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https://github.com/FlightControl-Master/MOOSE.git
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1031 lines
33 KiB
Lua
1031 lines
33 KiB
Lua
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
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--
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-- 
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--
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-- ====
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--
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-- # Demo Missions
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--
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-- ### [POINT_VEC Demo Missions source code]()
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--
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-- ### [POINT_VEC Demo Missions, only for beta testers]()
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--
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-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
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--
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-- ====
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--
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-- # YouTube Channel
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--
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-- ### [POINT_VEC YouTube Channel]()
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--
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-- ===
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--
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-- **API CHANGE HISTORY**
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-- ======================
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
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-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
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--
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-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
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--
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-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
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--
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-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
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--
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-- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method.
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-- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method.
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-- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method.
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-- .
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-- ===
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--
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-- ### Authors:
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--
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-- * FlightControl : Design & Programming
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--
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-- ### Contributions:
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--
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-- @module Point
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--- The POINT_VEC3 class
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-- @type POINT_VEC3
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-- @field #number x The x coordinate in 3D space.
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-- @field #number y The y coordinate in 3D space.
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-- @field #number z The z coordiante in 3D space.
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-- @field Utilities.Utils#SMOKECOLOR SmokeColor
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-- @field Utilities.Utils#FLARECOLOR FlareColor
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-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
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-- @field #POINT_VEC3.RoutePointType RoutePointType
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-- @field #POINT_VEC3.RoutePointAction RoutePointAction
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-- @extends Core.Base#BASE
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--- # POINT_VEC3 class, extends @{Base#BASE}
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--
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-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--
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-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
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-- In order to keep the credibility of the the author,
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-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
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-- who you can find on the Eagle Dynamics Forums.
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--
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--
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-- ## POINT_VEC3 constructor
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--
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-- A new POINT_VEC3 object can be created with:
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--
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-- * @{#POINT_VEC3.New}(): a 3D point.
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-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
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--
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--
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-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
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--
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-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
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-- Methods exist to manupulate these coordinates.
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--
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-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
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-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
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-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
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--
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-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
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--
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--
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-- ## Create waypoints for routes
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--
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-- A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.
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--
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-- * @{#POINT_VEC3.RoutePointAir}(): Build an air route point.
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-- * @{#POINT_VEC3.RoutePointGround}(): Build a ground route point.
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--
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-- Route points can be used in the Route methods of the @{Group#GROUP} class.
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--
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--
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-- ## Smoke, flare, explode, illuminate
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--
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-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
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--
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-- ### Smoke
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--
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-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
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-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
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-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
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-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
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-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
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-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
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--
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-- ### Flare
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--
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-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
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-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
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-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
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-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
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-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
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--
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-- ### Explode
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--
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-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
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--
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-- ### Illuminate
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--
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-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
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--
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--
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-- ## 3D calculation methods
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--
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-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
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--
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-- ### Distance
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--
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-- * @{#POINT_VEC3.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.
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-- * @{#POINT_VEC3.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.
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--
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-- ### Angle
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--
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-- * @{#POINT_VEC3.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.
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-- * @{#POINT_VEC3.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.
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-- * @{#POINT_VEC3.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.
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--
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-- ### Translation
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--
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-- * @{#POINT_VEC3.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
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--
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-- ### Get the North correction of the current location
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--
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-- * @{#POINT_VEC3.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
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--
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--
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-- ## Point Randomization
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--
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-- Various methods exist to calculate random locations around a given 3D point.
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--
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-- * @{#POINT_VEC3.GetRandomPointVec2InRadius}(): Provides a random 2D point around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.
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-- * @{#POINT_VEC3.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.
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--
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--
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-- ## Metric system
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--
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-- * @{#POINT_VEC3.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
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-- * @{#POINT_VEC3.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
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--
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--
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-- ## Coorinate text generation
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--
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-- * @{#POINT_VEC3.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
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-- * @{#POINT_VEC3.ToStringLL}(): Generates a Latutude & Longutude text.
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--
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-- @field #POINT_VEC3 POINT_VEC3
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--
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POINT_VEC3 = {
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ClassName = "POINT_VEC3",
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Metric = true,
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RoutePointAltType = {
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BARO = "BARO",
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},
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RoutePointType = {
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TakeOffParking = "TakeOffParking",
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TurningPoint = "Turning Point",
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},
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RoutePointAction = {
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FromParkingArea = "From Parking Area",
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TurningPoint = "Turning Point",
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},
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}
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--- @type POINT_VEC2
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-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
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-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
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-- @extends Core.Point#POINT_VEC3
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--- # POINT_VEC2 class, extends @{Point#POINT_VEC3}
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--
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-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
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--
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-- ## POINT_VEC2 constructor
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--
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-- A new POINT_VEC2 instance can be created with:
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--
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-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
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-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
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--
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-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
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--
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-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
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-- Methods exist to manupulate these coordinates.
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--
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-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
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-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
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-- 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.
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-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
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-- to add or substract a value from the current respective axis value.
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-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
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--
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-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
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--
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-- @field #POINT_VEC2 POINT_VEC2
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--
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POINT_VEC2 = {
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ClassName = "POINT_VEC2",
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}
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do -- POINT_VEC3
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--- RoutePoint AltTypes
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-- @type POINT_VEC3.RoutePointAltType
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-- @field BARO "BARO"
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--- RoutePoint Types
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-- @type POINT_VEC3.RoutePointType
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-- @field TakeOffParking "TakeOffParking"
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-- @field TurningPoint "Turning Point"
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--- RoutePoint Actions
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-- @type POINT_VEC3.RoutePointAction
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-- @field FromParkingArea "From Parking Area"
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-- @field TurningPoint "Turning Point"
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-- Constructor.
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--- Create a new POINT_VEC3 object.
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-- @param #POINT_VEC3 self
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-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
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-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing Upwards.
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-- @param Dcs.DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
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-- @return Core.Point#POINT_VEC3 self
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function POINT_VEC3:New( x, y, z )
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local self = BASE:Inherit( self, BASE:New() )
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self.x = x
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self.y = y
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self.z = z
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return self
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end
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--- Create a new POINT_VEC3 object from Vec2 coordinates.
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-- @param #POINT_VEC3 self
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-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
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-- @return Core.Point#POINT_VEC3 self
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function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd )
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local LandHeight = land.getHeight( Vec2 )
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LandHeightAdd = LandHeightAdd or 0
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LandHeight = LandHeight + LandHeightAdd
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self = self:New( Vec2.x, LandHeight, Vec2.y )
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self:F2( self )
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return self
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end
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--- Create a new POINT_VEC3 object from Vec3 coordinates.
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-- @param #POINT_VEC3 self
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-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
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-- @return Core.Point#POINT_VEC3 self
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function POINT_VEC3:NewFromVec3( Vec3 )
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self = self:New( Vec3.x, Vec3.y, Vec3.z )
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self:F2( self )
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return self
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end
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--- Return the coordinates of the POINT_VEC3 in Vec3 format.
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-- @param #POINT_VEC3 self
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-- @return Dcs.DCSTypes#Vec3 The Vec3 coodinate.
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function POINT_VEC3:GetVec3()
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return { x = self.x, y = self.y, z = self.z }
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end
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--- Return the coordinates of the POINT_VEC3 in Vec2 format.
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-- @param #POINT_VEC3 self
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-- @return Dcs.DCSTypes#Vec2 The Vec2 coodinate.
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function POINT_VEC3:GetVec2()
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return { x = self.x, y = self.z }
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end
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--- Return the x coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @return #number The x coodinate.
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function POINT_VEC3:GetX()
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return self.x
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end
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--- Return the y coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @return #number The y coodinate.
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function POINT_VEC3:GetY()
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return self.y
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end
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--- Return the z coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @return #number The z coodinate.
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function POINT_VEC3:GetZ()
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return self.z
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end
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--- Set the x coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number x The x coordinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:SetX( x )
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self.x = x
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return self
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end
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--- Set the y coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number y The y coordinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:SetY( y )
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self.y = y
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return self
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end
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--- Set the z coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number z The z coordinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:SetZ( z )
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self.z = z
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return self
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end
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--- Add to the x coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number x The x coordinate value to add to the current x coodinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:AddX( x )
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self.x = self.x + x
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return self
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end
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--- Add to the y coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number y The y coordinate value to add to the current y coodinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:AddY( y )
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self.y = self.y + y
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return self
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end
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--- Add to the z coordinate of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param #number z The z coordinate value to add to the current z coodinate.
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-- @return #POINT_VEC3
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function POINT_VEC3:AddZ( z )
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self.z = self.z +z
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return self
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end
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--- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param Dcs.DCSTypes#Distance OuterRadius
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-- @param Dcs.DCSTypes#Distance InnerRadius
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-- @return Dcs.DCSTypes#Vec2 Vec2
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function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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local Theta = 2 * math.pi * math.random()
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local Radials = math.random() + math.random()
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if Radials > 1 then
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Radials = 2 - Radials
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end
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local RadialMultiplier
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if InnerRadius and InnerRadius <= OuterRadius then
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RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius
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else
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RadialMultiplier = OuterRadius * Radials
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end
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local RandomVec2
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if OuterRadius > 0 then
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RandomVec2 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
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else
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RandomVec2 = { x = self:GetX(), y = self:GetZ() }
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end
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return RandomVec2
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end
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--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param Dcs.DCSTypes#Distance OuterRadius
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-- @param Dcs.DCSTypes#Distance InnerRadius
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-- @return #POINT_VEC2
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function POINT_VEC3:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
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end
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--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Distance OuterRadius
|
|
-- @param Dcs.DCSTypes#Distance InnerRadius
|
|
-- @return Dcs.DCSTypes#Vec3 Vec3
|
|
function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
|
|
|
|
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
|
|
local y = self:GetY() + math.random( InnerRadius, OuterRadius )
|
|
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.y }
|
|
|
|
return RandomVec3
|
|
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.DCSTypes#Distance OuterRadius
|
|
-- @param Dcs.DCSTypes#Distance InnerRadius
|
|
-- @return #POINT_VEC3
|
|
function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
|
|
|
|
return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
|
|
end
|
|
|
|
|
|
--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
|
|
-- @return Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
|
function POINT_VEC3:GetDirectionVec3( TargetPointVec3 )
|
|
return { x = TargetPointVec3:GetX() - self:GetX(), y = TargetPointVec3:GetY() - self:GetY(), z = TargetPointVec3:GetZ() - self:GetZ() }
|
|
end
|
|
|
|
--- Get a correction in radians of the real magnetic north of the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @return #number CorrectionRadians The correction in radians.
|
|
function POINT_VEC3: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 POINT_VEC3 using a direction vector in Vec3 format.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
|
-- @return #number DirectionRadians The angle in radians.
|
|
function POINT_VEC3: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 POINT_VEC3 using a direction vector in Vec3 format.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
|
-- @return #number DirectionRadians The angle in degrees.
|
|
function POINT_VEC3:GetAngleDegrees( DirectionVec3 )
|
|
local AngleRadians = self:GetAngleRadians(DirectionVec3)
|
|
local Angle = UTILS.ToDegree( AngleRadians )
|
|
return Angle
|
|
end
|
|
|
|
|
|
--- Return the 2D distance in meters between the target POINT_VEC3 and the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
|
|
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
|
|
function POINT_VEC3:Get2DDistance( TargetPointVec3 )
|
|
local TargetVec3 = TargetPointVec3:GetVec3()
|
|
local SourceVec3 = self:GetVec3()
|
|
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
|
|
end
|
|
|
|
--- Return the 3D distance in meters between the target POINT_VEC3 and the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
|
|
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
|
|
function POINT_VEC3:Get3DDistance( TargetPointVec3 )
|
|
local TargetVec3 = TargetPointVec3: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 / Range string
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #number AngleRadians The angle in randians
|
|
-- @param #number Distance The distance
|
|
-- @return #string The BR Text
|
|
function POINT_VEC3:ToStringBR( AngleRadians, Distance )
|
|
|
|
AngleRadians = UTILS.Round( UTILS.ToDegree( AngleRadians ), 0 )
|
|
if self:IsMetric() then
|
|
Distance = UTILS.Round( Distance / 1000, 2 )
|
|
else
|
|
Distance = UTILS.Round( UTILS.MetersToNM( Distance ), 2 )
|
|
end
|
|
|
|
local s = string.format( '%03d', AngleRadians ) .. ' for ' .. Distance
|
|
|
|
s = s .. self:GetAltitudeText() -- When the POINT is a VEC2, there will be no altitude shown.
|
|
|
|
return s
|
|
end
|
|
|
|
--- Provides a Bearing / Range string
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #number AngleRadians The angle in randians
|
|
-- @param #number Distance The distance
|
|
-- @return #string The BR Text
|
|
function POINT_VEC3:ToStringLL( acc, DMS )
|
|
|
|
acc = acc or 3
|
|
local lat, lon = coord.LOtoLL( self:GetVec3() )
|
|
return UTILS.tostringLL(lat, lon, acc, DMS)
|
|
end
|
|
|
|
--- Return the altitude text of the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @return #string Altitude text.
|
|
function POINT_VEC3:GetAltitudeText()
|
|
if self:IsMetric() then
|
|
return ' at ' .. UTILS.Round( self:GetY(), 0 )
|
|
else
|
|
return ' at ' .. UTILS.Round( UTILS.MetersToFeet( self:GetY() ), 0 )
|
|
end
|
|
end
|
|
|
|
--- Return a BR string from a POINT_VEC3 to the POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
|
|
-- @return #string The BR text.
|
|
function POINT_VEC3:GetBRText( TargetPointVec3 )
|
|
local DirectionVec3 = self:GetDirectionVec3( TargetPointVec3 )
|
|
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
|
|
local Distance = self:Get2DDistance( TargetPointVec3 )
|
|
return self:ToStringBR( AngleRadians, Distance )
|
|
end
|
|
|
|
--- Sets the POINT_VEC3 metric or NM.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #boolean Metric true means metric, false means NM.
|
|
function POINT_VEC3:SetMetric( Metric )
|
|
self.Metric = Metric
|
|
end
|
|
|
|
--- Gets if the POINT_VEC3 is metric or NM.
|
|
-- @param #POINT_VEC3 self
|
|
-- @return #boolean Metric true means metric, false means NM.
|
|
function POINT_VEC3:IsMetric()
|
|
return self.Metric
|
|
end
|
|
|
|
--- Add a Distance in meters from the POINT_VEC3 horizontal plane, with the given angle, and calculate the new POINT_VEC3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
|
|
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
|
|
-- @return #POINT_VEC3 The new calculated POINT_VEC3.
|
|
function POINT_VEC3:Translate( Distance, Angle )
|
|
local SX = self:GetX()
|
|
local SZ = self:GetZ()
|
|
local Radians = Angle / 180 * math.pi
|
|
local TX = Distance * math.cos( Radians ) + SX
|
|
local TZ = Distance * math.sin( Radians ) + SZ
|
|
|
|
return POINT_VEC3:New( TX, self:GetY(), TZ )
|
|
end
|
|
|
|
|
|
|
|
--- Build an air type route point.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3.RoutePointAltType AltType The altitude type.
|
|
-- @param #POINT_VEC3.RoutePointType Type The route point type.
|
|
-- @param #POINT_VEC3.RoutePointAction Action The route point action.
|
|
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
|
-- @param #boolean SpeedLocked true means the speed is locked.
|
|
-- @return #table The route point.
|
|
function POINT_VEC3:RoutePointAir( AltType, Type, Action, Speed, SpeedLocked )
|
|
self:F2( { AltType, Type, Action, Speed, SpeedLocked } )
|
|
|
|
local RoutePoint = {}
|
|
RoutePoint.x = self.x
|
|
RoutePoint.y = self.z
|
|
RoutePoint.alt = self.y
|
|
RoutePoint.alt_type = AltType
|
|
|
|
RoutePoint.type = Type
|
|
RoutePoint.action = Action
|
|
|
|
RoutePoint.speed = Speed / 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
|
|
|
|
--- Build an ground type route point.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Speed Speed Speed in km/h.
|
|
-- @param #POINT_VEC3.RoutePointAction Formation The route point Formation.
|
|
-- @return #table The route point.
|
|
function POINT_VEC3:RoutePointGround( Speed, Formation )
|
|
self:F2( { Formation, Speed } )
|
|
|
|
local RoutePoint = {}
|
|
RoutePoint.x = self.x
|
|
RoutePoint.y = self.z
|
|
|
|
RoutePoint.action = Formation or ""
|
|
|
|
|
|
RoutePoint.speed = Speed / 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
|
|
|
|
--- Creates an explosion at the point of a certain intensity.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #number ExplosionIntensity
|
|
function POINT_VEC3:Explosion( ExplosionIntensity )
|
|
self:F2( { ExplosionIntensity } )
|
|
trigger.action.explosion( self:GetVec3(), ExplosionIntensity )
|
|
end
|
|
|
|
--- Creates an illumination bomb at the point.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:IlluminationBomb()
|
|
self:F2()
|
|
trigger.action.illuminationBomb( self:GetVec3() )
|
|
end
|
|
|
|
|
|
--- Smokes the point in a color.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Utilities.Utils#SMOKECOLOR SmokeColor
|
|
function POINT_VEC3:Smoke( SmokeColor )
|
|
self:F2( { SmokeColor } )
|
|
trigger.action.smoke( self:GetVec3(), SmokeColor )
|
|
end
|
|
|
|
--- Smoke the POINT_VEC3 Green.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:SmokeGreen()
|
|
self:F2()
|
|
self:Smoke( SMOKECOLOR.Green )
|
|
end
|
|
|
|
--- Smoke the POINT_VEC3 Red.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:SmokeRed()
|
|
self:F2()
|
|
self:Smoke( SMOKECOLOR.Red )
|
|
end
|
|
|
|
--- Smoke the POINT_VEC3 White.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:SmokeWhite()
|
|
self:F2()
|
|
self:Smoke( SMOKECOLOR.White )
|
|
end
|
|
|
|
--- Smoke the POINT_VEC3 Orange.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:SmokeOrange()
|
|
self:F2()
|
|
self:Smoke( SMOKECOLOR.Orange )
|
|
end
|
|
|
|
--- Smoke the POINT_VEC3 Blue.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:SmokeBlue()
|
|
self:F2()
|
|
self:Smoke( SMOKECOLOR.Blue )
|
|
end
|
|
|
|
--- Flares the point in a color.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
|
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
|
function POINT_VEC3:Flare( FlareColor, Azimuth )
|
|
self:F2( { FlareColor } )
|
|
trigger.action.signalFlare( self:GetVec3(), FlareColor, Azimuth and Azimuth or 0 )
|
|
end
|
|
|
|
--- Flare the POINT_VEC3 White.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
|
function POINT_VEC3:FlareWhite( Azimuth )
|
|
self:F2( Azimuth )
|
|
self:Flare( FLARECOLOR.White, Azimuth )
|
|
end
|
|
|
|
--- Flare the POINT_VEC3 Yellow.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
|
function POINT_VEC3:FlareYellow( Azimuth )
|
|
self:F2( Azimuth )
|
|
self:Flare( FLARECOLOR.Yellow, Azimuth )
|
|
end
|
|
|
|
--- Flare the POINT_VEC3 Green.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
|
function POINT_VEC3:FlareGreen( Azimuth )
|
|
self:F2( Azimuth )
|
|
self:Flare( FLARECOLOR.Green, Azimuth )
|
|
end
|
|
|
|
--- Flare the POINT_VEC3 Red.
|
|
-- @param #POINT_VEC3 self
|
|
function POINT_VEC3:FlareRed( Azimuth )
|
|
self:F2( Azimuth )
|
|
self:Flare( FLARECOLOR.Red, Azimuth )
|
|
end
|
|
|
|
--- (R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
|
|
-- @param #POINT_VEC3 self
|
|
-- @param #POINT_VEC3 ToPointVec3
|
|
-- @return #boolean true If the ToPointVec3 has LOS with the PointVec3, otherwise false.
|
|
function POINT_VEC3:IsLOS( ToPointVec3 )
|
|
|
|
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each PointVec3.
|
|
local FromVec3 = self:GetVec3()
|
|
FromVec3.y = FromVec3.y + 2
|
|
|
|
local ToVec3 = ToPointVec3:GetVec3()
|
|
ToVec3.y = ToVec3.y + 2
|
|
|
|
local IsLOS = land.isVisible( FromVec3, ToVec3 )
|
|
|
|
return IsLOS
|
|
end
|
|
|
|
|
|
end
|
|
|
|
do -- POINT_VEC2
|
|
|
|
|
|
|
|
--- POINT_VEC2 constructor.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
|
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing to the Right.
|
|
-- @param Dcs.DCSTypes#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
|
|
|
|
self = BASE:Inherit( self, POINT_VEC3:New( x, LandHeight, y ) )
|
|
self:F2( self )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new POINT_VEC2 object from Vec2 coordinates.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param Dcs.DCSTypes#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
|
|
|
|
self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
|
|
self:F2( self )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new POINT_VEC2 object from Vec3 coordinates.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
|
|
-- @return Core.Point#POINT_VEC2 self
|
|
function POINT_VEC2:NewFromVec3( Vec3 )
|
|
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
local Vec2 = { x = Vec3.x, y = Vec3.z }
|
|
|
|
local LandHeight = land.getHeight( Vec2 )
|
|
|
|
self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
|
|
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
|
|
|
|
--- 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 land.getHeight( { x = self.x, y = self.z } )
|
|
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
|
|
|
|
--- 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
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--- Set the x coordinate of the POINT_VEC2.
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-- @param #POINT_VEC2 self
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-- @param #number x The x coordinate.
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-- @return #POINT_VEC2
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function POINT_VEC2:SetX( x )
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self.x = x
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return self
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end
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--- Set the y coordinate of the POINT_VEC2.
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-- @param #POINT_VEC2 self
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-- @param #number y The y coordinate.
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-- @return #POINT_VEC2
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function POINT_VEC2:SetY( y )
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self.z = y
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return self
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end
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--- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x).
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-- @param #POINT_VEC2 self
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-- @param #number x The x coordinate.
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-- @return #POINT_VEC2
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function POINT_VEC2:SetLat( x )
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self.x = x
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return self
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end
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--- Set the altitude of the POINT_VEC2.
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-- @param #POINT_VEC2 self
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-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
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-- @return #POINT_VEC2
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function POINT_VEC2:SetAlt( Altitude )
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self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
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return self
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end
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|
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--- 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
|
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function POINT_VEC2:SetLon( z )
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|
self.z = z
|
|
return self
|
|
end
|
|
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--- 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
|
|
|
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--- 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
|
|
|
|
|
|
|
|
--- Calculate the distance from a reference @{#POINT_VEC2}.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}.
|
|
-- @return Dcs.DCSTypes#Distance The distance from the reference @{#POINT_VEC2} in meters.
|
|
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
|
|
self:F2( PointVec2Reference )
|
|
|
|
local Distance = ( ( PointVec2Reference:GetX() - self:GetX() ) ^ 2 + ( PointVec2Reference:GetY() - self:GetY() ) ^2 ) ^0.5
|
|
|
|
self:T2( Distance )
|
|
return Distance
|
|
end
|
|
|
|
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
|
|
-- @return Dcs.DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
|
|
function POINT_VEC2:DistanceFromVec2( Vec2Reference )
|
|
self:F2( Vec2Reference )
|
|
|
|
local Distance = ( ( Vec2Reference.x - self:GetX() ) ^ 2 + ( Vec2Reference.y - self:GetY() ) ^2 ) ^0.5
|
|
|
|
self:T2( Distance )
|
|
return Distance
|
|
end
|
|
|
|
|
|
--- Return no text for the altitude of the POINT_VEC2.
|
|
-- @param #POINT_VEC2 self
|
|
-- @return #string Empty string.
|
|
function POINT_VEC2:GetAltitudeText()
|
|
return ''
|
|
end
|
|
|
|
--- Add a Distance in meters from the POINT_VEC2 orthonormal plane, with the given angle, and calculate the new POINT_VEC2.
|
|
-- @param #POINT_VEC2 self
|
|
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
|
|
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
|
|
-- @return #POINT_VEC2 The new calculated POINT_VEC2.
|
|
function POINT_VEC2:Translate( Distance, Angle )
|
|
local SX = self:GetX()
|
|
local SY = self:GetY()
|
|
local Radians = Angle / 180 * math.pi
|
|
local TX = Distance * math.cos( Radians ) + SX
|
|
local TY = Distance * math.sin( Radians ) + SY
|
|
|
|
return POINT_VEC2:New( TX, TY )
|
|
end
|
|
|
|
end
|
|
|
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