2017-05-26 08:35:49 +02:00

1266 lines
43 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]()
--
-- ===
--
-- **API CHANGE HISTORY**
-- ======================
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
--
-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
--
-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
--
-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
--
-- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method.
-- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method.
-- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method.
-- .
-- ===
--
-- ### 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 Core.Point#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 Core.Point#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 Core.Point#COORDINATE
function COORDINATE:NewFromVec3( Vec3 )
local self = self:New( Vec3.x, Vec3.y, Vec3.z )
--local self = BASE:Inherit( self, POINT_VEC3:NewFromVec3( Vec3 ) ) -- Core.Point#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
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:ToString( Controllable, Settings ) -- R2.2
self:E( { Controllable = Controllable } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local IsAir = Controllable and Controllable:IsAirPlane() or false
if IsAir then
if Settings:IsA2A_BRA() then
local Coordinate = Controllable:GetCoordinate()
return self:ToStringBRA( Coordinate, Settings )
end
if Settings:IsA2A_BULLS() then
local Coordinate = Controllable:GetCoordinate()
return self:ToStringBULLS( Coordinate, Settings )
end
else
if Settings:IsA2G_BRA() 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 ) ) -- Core.Point#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, BASE:New() )
local self = BASE:Inherit( self, COORDINATE:New( Vec3.x, Vec3.y, Vec3.z ) ) -- Core.Point#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