FlightControl 6f581cadf1 Fixes issue where A2G cannot be selected for A2G tasks with an airplane.
Added the IsInstanceOf check in COORDINATE:ToString method. If Task is
given, (the Task), then it is checked which parent task it was from. If
A2A, the mode will be A2A, if A2G or CARGO, the mode will be A2G. If
Task was not given, then the unit type will decide upon the A2A or A2G
mode.
2017-07-13 21:35:48 +02:00

1307 lines
44 KiB
Lua

--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
--
-- ![Banner Image](..\Presentations\POINT\Dia1.JPG)
--
-- ====
--
-- # 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 Point
do -- COORDINATE
--- @type COORDINATE
-- @extends Core.Base#BASE
--- # COORDINATE class, extends @{Base#BASE}
--
-- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- ## COORDINATE constructor
--
-- A new COORDINATE object can be created with:
--
-- * @{#COORDINATE.New}(): a 3D point.
-- * @{#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
-- * @{#COORDINATE.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
--
-- ## Create waypoints for routes
--
-- A COORDINATE can prepare waypoints for Ground and Air groups to be embedded into a Route.
--
-- * @{#COORDINATE.RoutePointAir}(): Build an air route point.
-- * @{#COORDINATE.RoutePointGround}(): Build a ground route point.
--
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
--
--
-- ## Smoke, flare, explode, illuminate
--
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
--
-- ### 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.
--
-- ### 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.
--
-- ### Explode
--
-- * @{#COORDINATE.Explosion}(): To explode the point with a certain intensity.
--
-- ### Illuminate
--
-- * @{#COORDINATE.IlluminationBomb}(): To illuminate the point.
--
--
-- ## 3D calculation methods
--
-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
--
-- ### Distance
--
-- * @{#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.
--
-- ### 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.
--
-- ### Translation
--
-- * @{#COORDINATE.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
--
-- ### Get the North correction of the current location
--
-- * @{#COORDINATE.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
--
--
-- ## 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.
--
--
-- ## Metric system
--
-- * @{#COORDINATE.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
-- * @{#COORDINATE.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
--
--
-- ## Coorinate 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",
}
--- COORDINATE constructor.
-- @param #COORDINATE 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 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
--- Create a new COORDINATE object from Vec2 coordinates.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
-- @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 #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.DCSTypes#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.DCSTypes#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.DCSTypes#Vec2 The Vec2 format coordinate.
function COORDINATE:GetVec2()
return { x = self.x, y = self.z }
end
--TODO: check this to replace
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
-- @return Dcs.DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
function COORDINATE:DistanceFromVec2( Vec2Reference )
self:F2( Vec2Reference )
local Distance = ( ( Vec2Reference.x - self.x ) ^ 2 + ( Vec2Reference.y - 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.DCSTypes#Distance Distance The Distance to be added in meters.
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
-- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle )
local SX = self.x
local SY = self.z
local Radians = Angle / 180 * math.pi
local TX = Distance * math.cos( Radians ) + SX
local TY = Distance * math.sin( Radians ) + SY
return COORDINATE:NewFromVec2( { x = TX, y = TY } )
end
--- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return Dcs.DCSTypes#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 Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return Dcs.DCSTypes#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
function COORDINATE:SetHeading( Heading )
self.Heading = Heading
end
--- Return a direction vector Vec3 from COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @return Dcs.DCSTypes#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.DCSTypes#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.DCSTypes#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.DCSTypes#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
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @return Dcs.DCSTypes#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
--- 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
--- Add a Distance in meters from the COORDINATE horizontal plane, with the given angle, and calculate the new COORDINATE.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
-- @param Dcs.DCSTypes#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.RoutePointAltType AltType The altitude type.
-- @param #COORDINATE.RoutePointType Type The route point type.
-- @param #COORDINATE.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 COORDINATE: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 #COORDINATE self
-- @param Dcs.DCSTypes#Speed Speed Speed in km/h.
-- @param #COORDINATE.RoutePointAction Formation The route point Formation.
-- @return #table The route point.
function COORDINATE: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 #COORDINATE self
-- @param #number ExplosionIntensity
function COORDINATE:Explosion( ExplosionIntensity )
self:F2( { ExplosionIntensity } )
trigger.action.explosion( self:GetVec3(), ExplosionIntensity )
end
--- Creates an illumination bomb at the point.
-- @param #COORDINATE self
function COORDINATE:IlluminationBomb()
self:F2()
trigger.action.illuminationBomb( self:GetVec3() )
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
--- Flares the point in a color.
-- @param #COORDINATE self
-- @param Utilities.Utils#FLARECOLOR FlareColor
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth 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.DCSTypes#Azimuth (optional) Azimuth 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.DCSTypes#Azimuth (optional) Azimuth 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.DCSTypes#Azimuth (optional) Azimuth 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
--- 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
--- Return a BR string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @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 TargetCoordinate The target COORDINATE.
-- @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 from a COORDINATE to the BULLS of the coalition.
-- @param #COORDINATE self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition.
-- @return #string The BR text.
function COORDINATE:ToStringBULLS( Coalition, Settings )
local TargetCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
local DirectionVec3 = self:GetDirectionVec3( TargetCoordinate )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( TargetCoordinate )
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
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) Settings
-- @return #string The LL Text
function COORDINATE:ToStringLL( Settings ) --R2.1 Fixes issue #424.
local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy
local LL_DMS = Settings and Settings.LL_DMS or _SETTINGS.LL_DMS
local lat, lon = coord.LOtoLL( self:GetVec3() )
return "LL, " .. UTILS.tostringLL( lat, lon, LL_Accuracy, LL_DMS )
end
--- Provides a MGRS string
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) Settings
-- @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 Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2
self:E( { 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 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
-- @param Core.Settings#SETTINGS Settings
-- @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 ) -- R2.2
self:E( { Controllable = Controllable } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local ModeA2A = true
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
end
end
else
local IsAir = Controllable and Controllable:IsAirPlane() or false
if IsAir then
ModeA2A = true
else
ModeA2A = false
end
end
if ModeA2A then
if Settings:IsA2A_BRAA() then
local Coordinate = Controllable:GetCoordinate()
return self:ToStringBRA( Coordinate, Settings )
end
if Settings:IsA2A_BULLS() then
local Coalition = Controllable:GetCoalition()
return self:ToStringBULLS( Coalition, Settings )
end
if Settings:IsA2A_LL() then
return self:ToStringLL( Settings )
end
if Settings:IsA2A_MGRS() then
return self:ToStringMGRS( Settings )
end
else
if Settings:IsA2G_BR() then
local Coordinate = Controllable:GetCoordinate()
return Controllable and self:ToStringBR( Coordinate, Settings ) or self:ToStringMGRS( Settings )
end
if Settings:IsA2G_LL() then
return self:ToStringLL( Settings )
end
if Settings:IsA2G_MGRS() then
return self:ToStringMGRS( Settings )
end
end
return nil
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 Core.Point#COORDINATE
--- # POINT_VEC3 class, extends @{Point#COORDINATE}
--
-- POINT_VEC3 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 @{DCSTypes#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.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 Upwards.
-- @param Dcs.DCSTypes#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.DCSTypes#Vec2 Vec2 The Vec2 point.
-- @param Dcs.DCSTypes#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.DCSTypes#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.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
end
do -- POINT_VEC2
--- @type POINT_VEC2
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
--- # POINT_VEC2 class, extends @{Point#COORDINATE}
--
-- 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.
--
-- ## POINT_VEC2 constructor
--
-- A new POINT_VEC2 instance can be created with:
--
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#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.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
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.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
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.DCSTypes#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.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#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.DCSTypes#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