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106 Commits

Author SHA1 Message Date
Frank 6eb1d78ecb Merge branch 'FF/Ops' into FF/OpsDev 2025-11-23 20:47:49 +01:00
Frank 88a8a3318f Merge branch 'develop' into FF/Ops 2025-11-23 20:42:00 +01:00
Thomas bc24d75ad7 Merge pull request #2448 from FlightControl-Master/master
Merge from master
2025-11-22 15:21:28 +01:00
Frank ed091c4f3e Merge branch 'develop' into FF/Ops 2025-11-22 11:21:25 +01:00
Frank ff86cc9f11 Flightplan 2025-11-15 21:39:30 +01:00
Frank 1e78c6dea2 Merge branch 'FF/Ops' into FF/OpsDev 2025-11-15 10:14:15 +01:00
Frank d37cd1613d Merge branch 'develop' into FF/Ops 2025-11-14 23:44:40 +01:00
Frank 96a923b5a8 Merge branch 'master' into FF/Ops 2025-11-14 23:44:25 +01:00
Frank 56d7638617 Update Utils.lua 2025-10-26 20:58:31 +01:00
Frank 386be19b8b Merge branch 'FF/Ops' into FF/OpsDev 2025-10-26 15:20:48 +01:00
Frank 0e4eb9a263 Merge branch 'develop' into FF/OpsDev 2025-10-25 21:18:04 +02:00
Frank 1f20b830b7 Merge branch 'develop' into FF/OpsDev 2025-04-17 21:40:41 +02:00
Frank 0531b8f57e Merge branch 'FF/Ops' into FF/OpsDev 2025-04-09 22:47:34 +02:00
Frank 98e2997e26 Merge branch 'develop' into FF/OpsDev 2025-04-09 22:43:24 +02:00
Frank bdec6eb82d Merge branch 'FF/Ops' into FF/OpsDev 2024-07-07 11:33:44 +02:00
Frank 9bdacfbcf7 Merge branch 'develop' into FF/OpsDev 2024-07-01 16:46:22 +02:00
Frank be2eda25df Merge branch 'develop' into FF/OpsDev 2024-06-27 21:31:24 +02:00
Frank fa8e1d2a56 Merge branch 'FF/Ops' into FF/OpsDev 2024-06-19 07:53:54 +02:00
Frank 5242754c60 Merge branch 'FF/Ops' into FF/OpsDev 2024-04-26 14:33:05 +02:00
Frank 3dbafd7a19 Update Astar.lua 2024-04-20 14:34:15 +02:00
Frank 56e751193a Merge branch 'FF/Ops' into FF/OpsDev 2024-04-04 09:35:53 +02:00
Frank b2b258cff0 Merge branch 'FF/Ops' into FF/OpsDev 2024-03-30 22:32:42 +01:00
Frank 75068a2a26 Merge branch 'FF/Ops' into FF/OpsDev 2024-03-24 17:25:02 +01:00
Frank d82df93eff Merge branch 'FF/Ops' into FF/OpsDev 2024-01-23 11:05:50 +01:00
Frank 5168380eac Update Modules.lua 2024-01-21 16:41:09 +01:00
Frank a7ffbab850 Update Modules.lua 2024-01-16 19:44:08 +01:00
Frank a238294079 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-16 17:37:41 +01:00
Frank accb4b45fb Merge branch 'FF/Ops' into FF/OpsDev 2024-01-07 21:17:17 +01:00
Frank ba4ff5c9e9 Update Procedure.lua 2024-01-07 10:29:31 +01:00
Frank 171c450576 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-04 15:14:25 +01:00
Frank f35078b426 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-02 17:07:15 +01:00
Frank 8921007805 Update Point.lua 2024-01-02 17:04:04 +01:00
Frank 8fd3034503 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-01 21:55:52 +01:00
Frank a20b6e8a62 Merge branch 'FF/Ops' into FF/OpsDev 2023-12-03 21:10:24 +01:00
Frank 4ce6cc7776 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-17 18:06:17 +01:00
Frank 434296ab11 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-07 00:06:35 +01:00
Frank a5232f49c0 Navigation 2023-11-06 21:35:20 +01:00
Frank befc8207f5 Update Nav 2023-11-02 23:42:59 +01:00
Frank 23947b7c30 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-02 20:33:53 +01:00
Frank da91b710a9 Merge branch 'FF/Ops' into FF/OpsDev 2023-10-31 20:17:10 +01:00
Frank d656bbc014 Update Vector.lua 2023-10-19 21:49:45 +02:00
Frank ed23f11e4a Merge branch 'FF/Ops' into FF/OpsDev 2023-10-13 22:00:57 +02:00
Frank 068465a8f2 Merge branch 'FF/Ops' into FF/OpsDev 2023-10-13 21:33:33 +02:00
Frank 4e24a7bf80 Navigation 2023-10-08 21:49:15 +02:00
Frank 1ece7238dc NAv 2023-10-05 16:52:41 +02:00
Frank db53f427e3 Update Point.lua 2023-10-02 17:02:21 +02:00
Frank d2e2c51275 Update FlightPlan.lua 2023-09-29 13:27:59 +02:00
Frank 691748082b Merge branch 'FF/Ops' into FF/OpsDev 2023-09-27 22:29:38 +02:00
Frank b294ef10c8 Update NavyGroup.lua 2023-09-27 10:54:37 +02:00
Frank 5d40091947 NAVYGROUP
- Improved heading into wind
2023-09-27 10:53:19 +02:00
Frank 7453a6c55d navygroup
- into wind
2023-09-26 17:02:13 +02:00
Frank 153ef7cd08 utils 2023-09-26 01:44:30 +02:00
Frank b6a550a247 Update Vector.lua 2023-09-25 16:59:41 +02:00
Frank 3568f27150 Vector 2023-09-24 22:46:50 +02:00
Frank c46061466c VECTOR
- Added functions
2023-09-24 22:09:49 +02:00
Frank 9c7b5e8506 VECTOR
**VECTOR**
- New core class for vector algebra
2023-09-23 01:15:08 +02:00
Frank b11df6b523 Navigation
Refactored names etc.
2023-09-21 23:37:25 +02:00
Frank 66dcd44fb8 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-21 17:48:12 +02:00
Frank f35237f86f Update FlightControl.lua 2023-09-21 17:48:04 +02:00
Frank f19c877a11 Navigation 2023-09-21 17:01:32 +02:00
Frank 792a487eeb Merge branch 'FF/Ops' into FF/OpsDev 2023-09-20 22:32:16 +02:00
Frank f5e8bd0ffc Merge branch 'FF/Ops' into FF/OpsDev 2023-09-20 14:39:41 +02:00
Frank cbdbf36f32 FC
- Improved taxi phrases
2023-09-20 11:52:14 +02:00
Frank 1116b19b00 FC 2023-09-19 17:04:37 +02:00
Frank edb490fa97 Update Pathline.lua
- json
2023-09-19 03:01:47 +02:00
Frank 9fa16c6385 Update FlightControl.lua 2023-09-18 16:52:13 +02:00
Frank a0ee957493 Update FlightControl.lua 2023-09-17 23:07:59 +02:00
Frank f32c303c0a pathline 2023-09-17 22:58:53 +02:00
Frank 6febbbc8e6 FC 2023-09-17 21:55:29 +02:00
Frank d5aa9eaf0f Merge branch 'FF/Ops' into FF/OpsDev 2023-09-17 16:26:23 +02:00
Frank 321b2d761d FLIGHTCONTROL
- Improved Taxi comms
2023-09-17 16:10:59 +02:00
Frank 18581e4a78 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-14 17:40:11 +02:00
Frank b03905154d ASTAR Pathlines 2023-09-14 17:40:02 +02:00
Frank 2fda1709bc Update FlightControl.lua 2023-09-14 16:46:08 +02:00
Frank 39f626390a Merge branch 'FF/Ops' into FF/OpsDev 2023-09-13 11:14:55 +02:00
Frank aa1e12163d ASTAR/PATHLINE 2023-09-12 23:57:50 +02:00
Frank abb7f860ae Update Astar.lua 2023-09-12 03:21:23 +02:00
Frank cffada1a1e AIRBASE
- Taxiways
2023-09-11 16:54:10 +02:00
Frank f8d91798e3 Update FlightControl.lua 2023-09-10 23:55:40 +02:00
Frank 548aa8d5a9 Merge branch 'FF/Ops' into FF/OpsDev 2023-09-10 22:43:13 +02:00
Frank 1e929d1d19 ASTAR Taxi 2023-09-10 22:38:00 +02:00
Frank d5f215505e Merge branch 'FF/Ops' into FF/OpsDev 2023-09-09 00:32:29 +02:00
Frank 851660c793 NAV 2023-09-08 16:11:11 +02:00
Frank ee57b46c14 Update Astar.lua 2023-09-07 23:32:07 +02:00
Frank 36eac9fccc PATH 2023-09-06 22:50:24 +02:00
Frank 1f630ab490 Astar Pathline 2023-09-05 23:29:27 +02:00
Frank 8f0c6948ac Merge branch 'FF/Ops' into FF/OpsDev 2023-09-05 20:53:45 +02:00
Frank eb2380c3f6 Merge branch 'FF/Ops' into FF/OpsDev 2023-09-04 23:35:05 +02:00
Frank df3e182de4 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-04 23:34:26 +02:00
Frank bda7988118 Astar 2023-09-04 23:34:23 +02:00
Frank 72deb9ee17 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-08-30 15:53:49 +02:00
Frank ced1f30f3f Update DCS.lua 2023-08-30 15:53:35 +02:00
Frank 47c0006537 ASTAR & PATHLINE 2023-08-29 22:43:36 +02:00
Frank 21e5c124c0 Astar 2023-08-28 22:38:37 +02:00
Frank 3ff374e1b9 Merge branch 'FF/Ops' into FF/OpsDev 2023-08-27 20:39:51 +02:00
Frank 02000be9af Merge branch 'FF/Ops' into FF/OpsDev 2023-08-17 19:15:12 +02:00
Frank 663c6cead0 Update FlightControl.lua 2023-08-16 20:46:53 +02:00
Frank 6867df58c4 Merge branch 'FF/Ops' into FF/OpsDev 2023-08-13 18:22:12 +02:00
Frank 639625d3d5 Update FlightControl.lua 2023-08-13 14:16:40 +02:00
Frank 0ace200e5a Nav
- Small stuff
2023-08-04 00:08:16 +02:00
Frank e76c26ff59 FLIGHTPLAN 2023-08-03 00:41:34 +02:00
Frank cb11de6f9c Navigation
- Added NavFix
2023-08-02 10:53:28 +02:00
Frank cdd78e5163 Update FlightPlan.lua 2023-08-01 00:25:08 +02:00
Frank a8da02774a Update FlightPlan.lua 2023-08-01 00:24:49 +02:00
Frank 04258a69c4 Navigation
- Init stuff
2023-07-31 21:58:01 +02:00
Frank 49882f03d9 Update FlightControl.lua 2023-07-26 16:05:15 +02:00
13 changed files with 3704 additions and 1100 deletions
+401 -40
View File
@@ -157,6 +157,8 @@ ASTAR = {
-- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost.
-- @field Core.Pathline#PATHLINE pathline Pathline that node is part of.
-- @field Core.Pathline#PATHLINE.Point pathpoint Pathline point.
--- ASTAR infinity.
-- @field #number INF
@@ -164,7 +166,7 @@ ASTAR.INF=1/0
--- ASTAR class version.
-- @field #string version
ASTAR.version="0.4.0"
ASTAR.version="0.5.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -172,6 +174,7 @@ ASTAR.version="0.4.0"
-- TODO: Add more valid neighbour functions.
-- TODO: Write docs.
-- DONE: Add pathlines for seach/valid neighbours.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -244,7 +247,10 @@ end
function ASTAR:AddNode(Node)
self.nodes[Node.id]=Node
self.Nnodes=self.Nnodes+1
self.Nnodes=self.Nnodes+1
self:T3(self.lid..string.format("Adding node UID=%d", Node.id))
--Node.coordinate:MarkToAll(string.format("Node ID=%d", Node.id))
return self
end
@@ -262,6 +268,47 @@ function ASTAR:AddNodeFromCoordinate(Coordinate)
return node
end
--- Adds nodes to the table of grid nodes from a PATHLINE.
-- @param #ASTAR self
-- @param Core.Pathline#PATHLINE Pathline Pathline or name of pathline. Has to exist.
-- @return #ASTAR self
function ASTAR:AddNodeFromPathlineName(Pathline)
if type(Pathline)=="string" then
Pathline=PATHLINE:FindByName(Pathline)
end
if Pathline then
for i,_point in pairs(Pathline.points) do
local point=_point --Core.Pathline#PATHLINE.Point
-- Create node from point coordinate.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(point.vec3))
-- Add pathline parameters.
node.pathline=Pathline
node.pathpoint=point
-- Debug.
local name=node.pathline and node.pathline.name or "N/A"
local idx=node.pathline and node.pathline:_GetPointIndex(node.pathpoint) or "N/A"
-- Debug message.
self:T(self.lid..string.format("Adding node UID=%d pathline=%s [%s]", node.id, name, tostring(idx)))
-- Debug mark
--node.coordinate:MarkToAll(string.format("Node ID=%d\npathline=%s [%s]", node.id, name, tostring(idx)))
end
else
env.error("FF error pathline")
end
return self
end
--- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
@@ -340,6 +387,18 @@ function ASTAR:SetValidNeighbourRoad(MaxDistance)
return self
end
--- Set valid neighbours to be on the same pathline or not further apart than 10 meters to jump from one pathline to another.
-- @param #ASTAR self
-- @param #number MaxDistance Max allowed distance between nodes of different pathlines in meters. Default is 10 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourPathline(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.Pathline, MaxDistance)
return self
end
--- Set the function which calculates the "cost" to go from one to another node.
-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
-- Very often the distance between nodes is a good measure for the cost.
@@ -384,7 +443,7 @@ end
-- @return #ASTAR self
function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR)
self:SetCostFunction(ASTAR.Road)
return self
end
@@ -544,6 +603,55 @@ function ASTAR.Road(nodeA, nodeB)
end
--- Function to check if two nodes are on the same pathline or if nodes are less than 10 meters apart.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number distmax Max distance in meters. Default is 10 m.
-- @return #boolean If true, two nodes are connected.
function ASTAR.Pathline(nodeA, nodeB, distmax)
distmax=distmax or 10
if nodeA.pathline.name==nodeB.pathline.name then
-- Nodes are on the same pathline. We use the index to check if they are neighbours.
local pathline=nodeA.pathline
local idxA=pathline:_GetPointIndex(nodeA.pathpoint)
local idxB=pathline:_GetPointIndex(nodeB.pathpoint)
if math.abs(idxA-idxB)<=1 then
return true
end
else
-- Check if nodeB is close to pathline of nodeA.
local c, dist, segA=nodeA.pathline:GetClosestPoint3D(nodeB.coordinate)
local seg=segA --Core.Pathline#PATHLINE.Segment
if dist<distmax and (nodeA.pathpoint.uid==seg.p1.uid or nodeA.pathpoint.uid==seg.p2.uid) then
--env.info(string.format("FF NodeB=%d [pathline=%s] is close to NodeA=%d [pathline=%s] ==> valid neighbour", nodeB.id, nodeB.pathline.name, nodeA.id, nodeA.pathline.name))
return true
end
-- Check if nodeA is close to pathline of nodeB.
local c, dist, segB=nodeB.pathline:GetClosestPoint3D(nodeA.coordinate)
local seg=segB --Core.Pathline#PATHLINE.Segment
if dist<distmax and (nodeB.pathpoint.uid==seg.p1.uid or nodeB.pathpoint.uid==seg.p2.uid) then
--env.info(string.format("FF NodeA=%d [pathline=%s] is close to NodeB=%d [pathline=%s] ==> valid neighbour", nodeA.id, nodeA.pathline.name, nodeB.id, nodeB.pathline.name))
return true
end
end
return false
end
--- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
@@ -567,7 +675,9 @@ end
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
--local text=string.format("FF Cost Dist2D NodeA=%d-->NodeB=%d = %.1f", nodeA.id, nodeB.id, dist)
--env.info(text)
return dist
end
@@ -594,7 +704,7 @@ function ASTAR.DistRoad(nodeA, nodeB)
local dist=0
for i=2,#path do
local b=path[i] --DCS#Vec2
local b=path[i] --DCS#Vec2
local a=path[i-1] --DCS#Vec2
dist=dist+UTILS.VecDist2D(a,b)
@@ -604,7 +714,6 @@ function ASTAR.DistRoad(nodeA, nodeB)
return dist
end
return math.huge
end
@@ -614,10 +723,11 @@ end
--- Find the closest node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate.
-- @return #ASTAR.Node Cloest node to the coordinate.
-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @param #table ExcludeNodes Table of nodes that are excluded.
-- @return #ASTAR.Node Closest node to the coordinate.
-- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate)
function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
local distMin=math.huge
local closeNode=nil
@@ -625,11 +735,15 @@ function ASTAR:FindClosestNode(Coordinate)
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
local dist=node.coordinate:Get2DDistance(Coordinate)
if ExcludeNodes==nil or self:_IsNodeNotInTable(ExcludeNodes, node) then
if dist<distMin then
distMin=dist
closeNode=node
local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then
distMin=dist
closeNode=node
end
end
end
@@ -637,38 +751,162 @@ function ASTAR:FindClosestNode(Coordinate)
return closeNode, distMin
end
--- Find the closest pathline to a given reference coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @return Core.Pathline#PATHLINE Closest pathline
-- @return #number Distance in meters.
-- @return DCS#Vec3 Closest point on pathline to the ref coordinate.
-- @return Core.Pathline#PATHLINE.Segment Segment.
function ASTAR:FindClosestPathline(Coordinate)
local pathline=nil --Core.Pathline#PATHLINE
local dist=math.huge
local vec3=nil
local S=nil
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
if node.pathline then
local vec, d, s=node.pathline:GetClosestPoint3D(Coordinate)
if d<dist then
pathline=node.pathline
dist=d
vec3=vec
S=s
end
end
end
if pathline then
-- Debug info.
self:T(self.lid..string.format("Closest pathline %s: dist=%.1f", pathline.name, dist))
end
return pathline, dist, vec3, S
end
--- Find the closest node to the given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coord Reference coordinate.
-- @param #table ExcludeNodes Nodes that are excluded.
-- @return #ASTAR.Node The node that was fround
function ASTAR:_FindClosestTerminalNode(Coord, ExcludeNodes)
-- Find the closest pathline to the ref coordinate.
local pathline, dist, vec3, s=self:FindClosestPathline(Coord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(Coord)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the pathline point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
end
-- Find the closest node to the given start coordinate.
local Node, dist3=self:FindClosestNode(Coord, ExcludeNodes)
-- Debug info.
self:T(self.lid..string.format("CLOSEST node ID=%d, distance=%.1f", Node.id, dist3))
return Node, dist3
end
--- Find the start node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindStartNode()
-- Find the closest pathline to the
local pathline, dist, vec3, s=self:FindClosestPathline(self.startCoord)
local node, dist=self:FindClosestNode(self.startCoord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.startCoord)
self.startNode=node
if dist>1000 then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the pathline point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
end
-- Find the closest node to the given start coordinate.
self.startNode, dist2=self:FindClosestNode(self.startCoord)
--self.startNode.coordinate:MarkToAll("Start Node")
-- Debug info.
self:T(self.lid..string.format("START node ID=%d", self.startNode.id))
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
-- if dist>1000 then
-- self:T(self.lid.."Adding start node to node grid!")
-- self:AddNode(node)
-- end
return self
end
--- Add a node.
--- Find the end node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord)
self.endNode=node
if dist>1000 then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node)
local pathline, dist, vec3, s=self:FindClosestPathline(self.endCoord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.endCoord)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
-- Add pathline parameters to node.
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to END coord: dist=%.1f m", node.id, dist))
end
-- Find closest node to the end coordinate (exclude the start coordinate.
self.endNode, dist=self:FindClosestNode(self.endCoord, {self.startNode})
--self.endNode.coordinate:MarkToAll("End Node")
-- Debug info.
self:T(self.lid..string.format("END node ID=%d", self.endNode.id))
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
-- if dist>1000 then
-- self:T(self.lid.."Adding end node to node grid!")
-- self:AddNode(node)
-- end
return self
end
@@ -684,12 +922,21 @@ end
-- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode()
self:FindEndNode()
-- self:FindStartNode()
-- self:FindEndNode()
-- Find start Node (closest node to start coordinate).
self.startNode=self:_FindClosestTerminalNode(self.startCoord)
-- Find end node, which is not the start node (excluded).
self.endNode=self:_FindClosestTerminalNode(self.endCoord, {self.startNode})
local nodes=self.nodes
local start=self.startNode
local goal=self.endNode
-- Debug info.
self:T(self.lid..string.format("GetPath Start Node=%d, End Node=%d", start.id, goal.id))
-- Sets.
local openset = {}
@@ -746,7 +993,12 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
text=text..string.format(", OS Time %.6f sec", dT)
end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
text=text..string.format("\nNodes:")
for i,_node in ipairs(path) do
local node=_node --#ASTAR.Node
text=text..string.format("\n[%d] Node ID=%d", i, node.id)
end
self:T(self.lid..text)
return path
@@ -759,13 +1011,16 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
-- Get neighbour nodes.
local neighbors=self:_NeighbourNodes(current, nodes)
-- Loop over neighbours.
for _,neighbor in pairs(neighbors) do
-- Node is not in closed set.
if self:_NotIn(closedset, neighbor.id) then
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
-- Calculate tentative_g_score.
--local tentative_g_score=g_score[current.id] + self:_DistNodes(current, neighbor)
local tentative_g_score=g_score[current.id] + self:_HeuristicCost(current, neighbor)
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
@@ -793,6 +1048,73 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
return nil -- no valid path
end
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
-- It automatically creates a PATHLINE object that is returned in combination with the nodes of the optimal path.
-- @param #ASTAR self
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
-- @return Core.Pathline#PATHLINE Pathline.
-- @return #table Nodes of path.
function ASTAR:GetPathline(ExcludeStartNode, ExcludeEndNode)
local nodes=self:GetPath(ExcludeStartNode, ExcludeEndNode)
local pathline=nil --Core.Pathline#PATHLINE
if nodes then
pathline=PATHLINE:New("Astar")
for _,_node in pairs(nodes) do
local node=_node --#ASTAR.Node
local point=pathline:AddPointFromVec3(node.coordinate)
point.name=node.pathline.name
end
end
return pathline, nodes
end
--- Get pathlines from nodes.
-- @param #ASTAR self
-- @param #table Nodes Given nodes.
-- @return #table Table of PATHLINES used in the path.
function ASTAR:GetPathlinesFromNodes(Nodes)
local pathlines={}
--for _,_node in pairs(Nodes or {}) do
for i=1,#Nodes do
local node=Nodes[i] --#ASTAR.Node
-- Pathline.
local pathline=node.pathline
if pathline and i>1 and i<#Nodes then
-- Previous and next nodes.
local n=Nodes[i-1] --#ASTAR.Node
local N=Nodes[i+1] --#ASTAR.Node
-- Check if previous and next nodes are on the same pathline.
-- If only one point in beteen is of another pathline, this is a junction and we dont actually switch to the other pathline.
if n.pathline and N.pathline and n.pathline.name==N.pathline.name and n.pathline.name~=pathline.name then
pathline=n.pathline
end
end
-- We do not want to add the same pathline two times in a row.
if #pathlines==0 or (#pathlines>0 and pathlines[#pathlines].name~=pathline.name) then
table.insert(pathlines, pathline)
end
end
return pathlines
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- A* pathfinding helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -811,16 +1133,18 @@ function ASTAR:_HeuristicCost(nodeA, nodeB)
local cost=nodeA.cost[nodeB.id]
if cost~=nil then
self.ncostcache=self.ncostcache+1
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f (Cashed!)", nodeA.id, nodeB.id, cost))
return cost
end
local cost=nil
if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else
cost=self:_DistNodes(nodeA, nodeB)
end
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f", nodeA.id, nodeB.id, cost))
nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
@@ -834,9 +1158,10 @@ end
-- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter.
-- Counter of function calls.
self.nvalid=self.nvalid+1
-- Check if neighbour is in cached set.
local valid=node.valid[neighbor.id]
if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
@@ -844,13 +1169,16 @@ function ASTAR:_IsValidNeighbour(node, neighbor)
return valid
end
-- Check if this is a valid neighbour.
local valid=nil
if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else
-- If no valid neighbour function is defined, we assume all nodes are valid neighbours.
valid=true
end
-- Cache valid neighbour.
node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem.
@@ -884,6 +1212,9 @@ function ASTAR:_LowestFscore(set, f_score)
end
end
-- Debug info.
self:T(self.lid..string.format("Lowest Fscore=%.1f, Node=%s", lowest, tostring(bestNode)))
return self.nodes[bestNode]
end
@@ -928,16 +1259,46 @@ end
-- @param #table map Map.
-- @param #ASTAR.Node current_node The current node.
-- @return #table Unwinded path.
function ASTAR:_UnwindPath( flat_path, map, current_node )
function ASTAR:_UnwindPath(flat_path, map, current_node)
if map [current_node] then
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node])
local previous_node=map[current_node]
if previous_node then
table.insert(flat_path, 1, previous_node)
return self:_UnwindPath(flat_path, map, previous_node)
else
-- No previous node ==> return path.
return flat_path
end
end
--- Function to check if a certain node is in a given table.
-- @param #ASTAR self
-- @param #table Nodes Nodes table.
-- @param #ASTAR.Node Node The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_IsNodeInTable(Nodes, Node)
for _,_node in pairs(Nodes) do
local node=_node --#ASTAR.Node
if node.id==Node.id then
return true
end
end
return false
end
--- Function to check if a certain node is **not** in a given table.
-- @param #ASTAR self
-- @param #table Nodes Nodes table.
-- @param #ASTAR.Node Node The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_IsNodeNotInTable(Nodes, Node)
local is=self:_IsNodeInTable(Nodes, Node)
return not is
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+413 -49
View File
@@ -5,11 +5,13 @@
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
-- * Draw line or mark points on F10 map
-- * Find closest points to path
--
-- ===
--
-- ### Author: **funkyfranky**
--
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
@@ -21,6 +23,7 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @field #number counter Running number counting the point IDs.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
@@ -28,30 +31,30 @@
-- ===
--
-- # The PATHLINE Concept
--
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
--
-- # Constructor
--
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
--
-- # Line Drawings
--
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
--
-- # Mark on F10 map
--
-- The points of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
@@ -59,10 +62,14 @@ PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
counter = 0,
}
--- Point of line.
-- @type PATHLINE.Point
-- @field #number uid Unique ID of this point.
-- @field #string mother Name of the pathline this point belongs to.
-- @field #string name Name of this point.
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
@@ -80,7 +87,9 @@ PATHLINE.version="0.2.0"
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: Read/write to JSON file
-- TODO: Translate/rotate pathline
-- TODO: Add color.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -94,10 +103,10 @@ function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
self.lid=string.format("PATHLINE %s | ", self.name)
return self
end
@@ -152,41 +161,70 @@ end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
function PATHLINE:AddPointFromVec2(Vec2, Index, Point)
if Vec2 then
-- Create a new point.
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
if Index then
-- Add at given index.
table.insert(self.points, Index, point)
else
if Point then
-- Get index of given point.
local i=self:_GetPointIndex(Point)
-- Add new point after given point.
table.insert(self.points, i+1, point)
else
-- Add add the end.
table.insert(self.points, point)
end
end
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
-- @return #PATHLINE.Point Point that was added.
function PATHLINE:AddPointFromVec3(Vec3, Index, Point)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
if Index then
-- Add add given index.
table.insert(self.points, Index, point)
else
if Point then
local i=self:_GetPointIndex(Point)
table.insert(self.points, i+1, point)
else
-- Add add the end.
table.insert(self.points, point)
end
end
return point
end
return self
return nil
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
function PATHLINE:GetName()
return self.name
end
@@ -200,18 +238,35 @@ end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
-- @return #list <Core.Pathline#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get segments of pathline.
-- @param #PATHLINE self
-- @return #list <Core.Pathline#PATHLINE.Segment> List of points.
function PATHLINE:GetSetments()
local segments={}
for i=1,#self.points-1 do
local segment={} --#PATHLINE.Segment
segment.p1=self.points[i]
segment.p2=self.points[i+1]
table.insert(segments, segment)
end
return segments
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
-- @return #list <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
@@ -222,11 +277,11 @@ end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
-- @return #list <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
@@ -241,11 +296,11 @@ end
function PATHLINE:GetCoordinates()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
table.insert(vecs, coord)
end
return vecs
@@ -258,11 +313,11 @@ end
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
else
@@ -279,11 +334,11 @@ end
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
@@ -294,11 +349,11 @@ end
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
@@ -332,8 +387,10 @@ end
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return #PATHLINE self
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
@@ -345,13 +402,19 @@ function PATHLINE:MarkPoints(Switch)
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
local text=string.format("Pathline %s: Point #%d [UID=%d]\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.uid, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
return self
@@ -407,6 +470,283 @@ function PATHLINE:UnDrawLine(Delay)
end
--- Draw line on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, draw pathline. If `false`, remove drawing.
-- @param #number Coalition Coalition side. Default -1 for all.
-- @param #table Color RGB color and alpha `{r, g, b, a}`. Default {0, 1, 0, 0.5}.
-- @param #number LineType Line type. Default 1=solid.
-- @return #PATHLINE self
function PATHLINE:Draw(Switch, Coalition, Color, LineType)
Coalition=Coalition or -1
Color=Color or {0, 1, 0, 0.5}
LineType=LineType or 1
if Switch==false then
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if point.lineID then
UTILS.RemoveMark(point.lineID)
end
end
else
for i=2,#self.points do
local p1=self.points[i-1] --#PATHLINE.Point
local p2=self.points[i] --#PATHLINE.Point
if p2.lineID then
UTILS.RemoveMark(p2.lineID)
end
p2.lineID=UTILS.GetMarkID()
trigger.action.lineToAll(Coalition, p2.lineID, p1.vec3, p2.vec3, Color, LineType)
end
end
return self
end
--- Get the closest point on the pathline for a given reference point.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 Reference Point in 2D.
-- @return DCS#Vec2 Cloest point on pathline.
-- @return #number Distance from closest point to ref point in meters.
-- @return #PATHLINE.Segment Closest segment of ref point.
function PATHLINE:GetClosestPoint2D(Vec2)
local P=nil --DCS#Vec2
local D=math.huge
local S={} --#PATHLINE.Segment
for i=2,#self.points do
local A=self.points[i-1] --#PATHLINE.Point
local B=self.points[i] --#PATHLINE.Point
local a=A.vec2
local b=B.vec2
local ab=UTILS.Vec2Substract(b, a)
local ap=UTILS.Vec2Substract(Vec2, a)
local proj=UTILS.Vec2Dot(ap, ab)
local lab=UTILS.Vec2Norm(ab)
local f=proj/lab/lab
-- Debug info.
local text=string.format("FF Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f)
self:T(self.lid..text)
-- Cases for finite segment.
local p=nil --DCS#Vec2
if f<0 then
p=a
elseif f>1 then
p=b
else
local r=UTILS.Vec2Mult(ab, f)
p=UTILS.Vec2Add(a, r)
end
-- Distance.
local d=UTILS.VecDist2D(p, Vec2)
if d<=D then
D=d
P=p
S.p1=A
S.p2=B
end
end
return P, D, S
end
--- Get the closest point on the pathline for a given reference point.
-- This point does not necessarily is a node of the pathline. In general it will be somewhere in between the nodes defining the pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 Reference Point in 3D. Can also be a `COORDINATE`.
-- @return DCS#Vec3 Closest point on pathline.
-- @return #number Distance from closest point to ref point in meters.
-- @return #PATHLINE.Segment Closest segment of ref point.
function PATHLINE:GetClosestPoint3D(Vec3)
local P=nil --DCS#Vec3
local D=math.huge
local S={} --#PATHLINE.Segment
if not Vec3 then
self:E(self.lid.."ERROR: input Vec3 is nil!")
return nil, nil, nil
end
for i=2,#self.points do
local A=self.points[i-1] --#PATHLINE.Point
local B=self.points[i] --#PATHLINE.Point
local a=A.vec3
local b=B.vec3
local ab=UTILS.VecSubstract(b, a)
local ap=UTILS.VecSubstract(Vec3, a)
local proj=UTILS.VecDot(ap, ab)
local lab=UTILS.VecNorm(ab)
local f=proj/lab/lab
-- Debug info.
self:T(self.lid..string.format("Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f))
-- Cases for finite segment.
local p=nil --DCS#Vec2
if f<0 then
p=a
elseif f>1 then
p=b
else
local r=UTILS.VecMult(ab, f)
p=UTILS.VecAdd(a, r)
end
-- Distance.
local d=UTILS.VecDist3D(p, Vec3)
if d<=D then
D=d
P=p
S.p1=A
S.p2=B
end
end
return P, D, S
end
--- Write PATHLINE to JSON file.
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
-- @param #PATHLINE self
-- @param #string FileName Name of the file. Default is the name of the pathline.
-- @return #PATHLINE self
function PATHLINE:WriteJSON(FileName)
if io and lfs then
-- JSON script.
local json=loadfile("Scripts\\JSON.lua")()
local data={}
-- We store the name and the points.
data.name=self.name
data.points=self.points
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
--point.markerID=nil
end
-- Encode data to raw JSON. Encode converts a lua table into JSON string that can be written to file.
local raw_json=json:encode(data)
-- Debug data.
self:T(data)
-- Write in "User/Saved Games/" Folder.
local filepath=lfs.writedir() .. FileName
-- Open file for writing.
local f = io.open(filepath, "wb")
if f then
f:write(raw_json)
f:close()
self:T(self.lid .. string.format("Saving PATHLINE %s file %s", self.name, tostring(filepath)))
else
self:E(self.lid .. string.format( "ERROR: Could not save PATHLINE to file %s", tostring(filepath)))
end
else
self:E(self.lid .. string.format( "ERROR: Could not save results because IO and/or LFS are not de-sanitized!"))
end
end
--- Read PATHLINE from JSON file.
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
-- @param #PATHLINE self
-- @param #string FileName Name of the file.
-- @return #PATHLINE self
function PATHLINE:NewFromJSON(FileName)
if io and lfs then
-- JSON script.
local json=loadfile("Scripts\\JSON.lua")()
local data={}
-- Write in "User/Saved Games/" Folder.
local filepath=lfs.writedir() .. FileName
--env.info(filepath)
-- Open file in binary mode for reading.
local f = io.open(filepath, "rb")
if f then
data = f:read("*all")
f:close()
else
env.info(string.format("WARNING: Could not load PATHLINE from file %s!", tostring(filepath)))
return nil
end
-- Decode JSON data to get a lua table.
local data=json:decode(data)
if data and data.name then
-- Create a new pathline instance.
local self=PATHLINE:New(data.name)
for i=1,#data.points do
local point=data.points[i] --#PATHLINE.Point
-- Create new point from data.
local p=self:AddPointFromVec3(point.vec3)
-- Set name.
p.name=point.name
-- Remove marker ID.
p.markerID=nil
end
return self
else
BASE:E("ERROR: Cannot find pathline name in data from JSON file. File may be corrupted!")
end
else
BASE:E("ERROR: IO and/or LFS not de-sanitized! Cannot read file.")
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -414,32 +754,56 @@ end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
-- @return #PATHLINE.Point Pathline Point.
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
self.counter=self.counter+1
point.uid=self.counter
point.mother=self.name
point.name=string.format("%s #%d", self.name, point.uid)
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
--- Get index of point in the lua table.
-- @param #PATHLINE self
-- @param #PATHLINE.Point Point Given point.
-- @return #number index
function PATHLINE:_GetPointIndex(Point)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if point.uid==Point.uid then
return i
end
end
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+18 -1
View File
@@ -455,6 +455,23 @@ do -- COORDINATE
end
--- Returns the coordinate from the latitude and longitude given in degrees, minutes and seconds (DMS).
-- @param #COORDINATE self
-- @param #string Latitude Latitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
-- @param #string Longitude Longitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
-- @param #number Altitude (Optional) Altitude in meters. Default is the land height at the coordinate.
-- @return #COORDINATE
function COORDINATE:NewFromLLDMS(Latitude, Longitude, Altitude)
local lat=UTILS.LLDMSstringToDD(Latitude)
local lon=UTILS.LLDMSstringToDD(Longitude)
self=COORDINATE:NewFromLLDD(lat, lon, Altitude)
return self
end
--- Returns if the 2 coordinates are at the same 2D position.
-- @param #COORDINATE self
-- @param #COORDINATE Coordinate
@@ -663,7 +680,7 @@ do -- COORDINATE
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
local set={}
for _,_scenery in pairs(scenerys) do
local scenery=_scenery --DCS#Object
+14
View File
@@ -306,6 +306,20 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate
end
--- Returns the @{Core.Vector#VECTOR} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height in meters to add to the land height where the center of the zone is located.
-- @return Core.Vector#VECTOR The vector of the zone.
function ZONE_BASE:GetVector( Height )
self:F2(self.ZoneName)
local Vec3 = self:GetVec3( Height )
local vector=VECTOR:NewFromVec(Vec3)
return vector
end
--- Get 2D distance to a coordinate.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.
+3 -1
View File
@@ -188,8 +188,10 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Procedure.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/FlightPlan.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.lua' )
@@ -0,0 +1,481 @@
--- **NAVIGATION** - Flight Plan.
--
-- **Main Features:**
--
-- * Manage navigation aids
-- * VOR, NDB
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops%20-%20FlightPlan).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.FlightPlan
-- @image NAVIGATION_FlightPlan.png
--- FLIGHTPLAN class.
-- @type FLIGHTPLAN
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table fixes Navigation fixes.
-- @field Core.Pathline#PATHLINE pathline Pathline of the plan.
-- @field Wrapper.Airbase#AIRBASE departureAirbase Departure airbase.
-- @field Wrapper.Airbase#AIRBASE destinationAirbase Destination airbase.
-- @field #number altitudeCruiseMin Minimum cruise altitude in feet MSL.
-- @field #number altitudeCruiseMax Maximum cruise altitude in feet MSL.
-- @extends Core.Pathline#PATHLINE
--- *Life is what happens to us while we are making other plans.* -- Allen Saunders
--
-- ===
--
-- # The FLIGHTPLAN Concept
--
-- This class has a great concept!
--
-- # Basic Setup
--
-- A new `FLIGHTPLAN` object can be created with the @{#FLIGHTPLAN.New}() function.
--
-- myFlightplan=FLIGHTPLAN:New("Plan A")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLIGHTPLAN.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLIGHTPLAN.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #FLIGHTPLAN
FLIGHTPLAN = {
ClassName = "FLIGHTPLAN",
verbose = 0,
fixes = {}
}
--- Type of flightplan.
-- @type FLIGHTPLAN.Type
-- @field #string IFRH Instrument Flying Rules High Altitude.
-- @field #string IFRL Instrument Flying Rules Low Altitude.
-- @field #string VFR Visual Flight Rules.
FLIGHTPLAN.Type={
IFRH = "IFR High",
IFRL = "IFR Low",
VFR = "VFR",
}
--- FLIGHTPLAN class version.
-- @field #string version
FLIGHTPLAN.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: How to connect SID, STAR, ENROUTE, TRANSITION, APPROACH. Typical flightplan SID --> ENROUTE --> STAR --> APPROACH
-- TODO: Add approach.
-- DONE: How to handle the FLIGHTGROUP:_LandAtAirBase
-- TODO: Do we always need a holding pattern? https://www.faa.gov/air_traffic/publications/atpubs/aip_html/part2_enr_section_1.5.html#:~:text=If%20no%20holding%20pattern%20is,than%20that%20desired%20by%20ATC.
-- DOEN: Read from MSFS file.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLIGHTPLAN instance.
-- @param #FLIGHTPLAN self
-- @param #string Name Name of this flight plan.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:New(Name)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, PATHLINE:New(Name)) -- #FLIGHTPLAN
-- Set alias.
self.alias=tostring(Name)
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTPLAN %s | ", self.alias)
--self.pathline=PATHLINE:New(Name)
-- Debug info.
self:I(self.lid..string.format("Created FLIGHTPLAN!"))
return self
end
--- Create a new FLIGHTPLAN instance from another FLIGHTPLAN acting as blue print.
-- The newly created flight plan is deep copied from the given one.
-- @param #FLIGHTPLAN self
-- @param #FLIGHTPLAN FlightPlan Blue print of the flight plan to copy.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:NewFromFlightPlan(FlightPlan)
self=UTILS.DeepCopy(FlightPlan)
return self
end
--- Create a new FLIGHTPLAN instance from a given file.
-- Currently, the file has to be an MSFS 2020 .pln file as, *e.g.*, exported from [Navigraph](https://navigraph.com/).
--
-- **Note** that the flight plan does only cover the departure, enroute and arrival portions but **not the approach** part!
-- @param #FLIGHTPLAN self
-- @param #string FileName Full path to file.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:NewFromFile(FileName)
if UTILS.FileExists(FileName) then
self=FLIGHTPLAN._ReadFileMSFS(FileName)
else
error(string.format("ERROR: File not found! File name=%s", tostring(FileName)))
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add navigation fix to the flight plan.
-- @param #FLIGHTPLAN self
-- @param Navigation.Point#NAVPOINT NavFix The nav fix.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:AddNavFix(NavFix)
table.insert(self.fixes, NavFix)
local point=self:AddPointFromVec3(NavFix.vector:GetVec3(true))
point.navpoint=NavFix
return self
end
--- Set departure airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDepartureAirbase(AirbaseName)
self.departureAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set destination airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDestinationAirbase(AirbaseName)
self.destinationAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set cruise altitude.
-- @param #FLIGHTPLAN self
-- @param #number AltMin Minimum altitude in feet MSL.
-- @param #number AltMax Maximum altitude in feet MSL. Default is `AltMin`.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetCruiseAltitude(AltMin, AltMax)
self.altitudeCruiseMin=AltMin
self.altitudeCruiseMax=AltMax or self.altitudeCruiseMin
return self
end
--- Set cruise speed.
-- @param #FLIGHTPLAN self
-- @param #number SpeedMin Minimum speed in knots.
-- @param #number SpeedMax Maximum speed in knots. Default is `SpeedMin`.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetCruiseSpeed(SpeedMin, SpeedMax)
self.speedCruiseMin=SpeedMin
self.speedCruiseMax=SpeedMax or self.speedCruiseMin
return self
end
--- Get the name of this flight plan.
-- @param #FLIGHTPLAN self
-- @return #string The name.
function FLIGHTPLAN:GetName()
return self.alias
end
--- Get cruise altitude. This returns a random altitude between the set min/max cruise altitudes.
-- @param #FLIGHTPLAN self
-- @return #number Cruise altitude in feet MSL.
function FLIGHTPLAN:GetCruiseAltitude()
local alt=10000
if self.altitudeCruiseMin and self.altitudeCruiseMax then
alt=math.random(self.altitudeCruiseMin, self.altitudeCruiseMax)
elseif self.altitudeCruiseMin then
alt=self.altitudeCruiseMin
elseif self.altitudeCruiseMax then
alt=self.altitudeCruiseMax
end
return alt
end
--- Get cruise speed. This returns a random speed between the set min/max cruise speeds.
-- @param #FLIGHTPLAN self
-- @return #number Cruise speed in knots.
function FLIGHTPLAN:GetCruiseSpeed()
local speed=250
if self.speedCruiseMin and self.speedCruiseMax then
speed=math.random(self.speedCruiseMin, self.speedCruiseMax)
elseif self.speedCruiseMin then
speed=self.speedCruiseMin
elseif self.altitudeCruiseMax then
speed=self.speedCruiseMax
end
return speed
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Read flight plan from a given MSFS 2020 .plt file.
-- @param #string FileName Name of the file.
-- @return #FLIGHTPLAN The flight plan.
function FLIGHTPLAN._ReadFileMSFS(FileName)
local function readfile(filename)
local lines = {}
-- Open file in read binary mode.
local file=assert(io.open(filename, "rb"), string.format("File not found! File name = %s", tostring(filename)))
for line in file:lines() do
lines[#lines+1] = line
end
-- Close file.
file:close()
-- Return data
return lines
end
--- This function returns an XML element, i.e. the string between <...> and </...>.
local function getXMLelement(line)
local element=string.match(line, ">(.+)<")
return element
end
--- This function returns Latitude and Longitude
local function getLatLong(line)
local latlong=getXMLelement(line)
-- The format is "N41° 38' 20.00",E41° 33' 19.00",+000000.00" so we still need to process that.
local lat,long=string.match(latlong, "(.+),(.+),")
return lat,long
end
-- Read data from file.
local data=readfile(FileName)
local flightplan={}
local waypoints={}
local wp=nil
local gotwaypoint=false
for i,line in pairs(data) do
--print(line)
-- Title
if string.find(line, "<Title>") then
flightplan.title=getXMLelement(line)
end
-- Departure ICAO
if string.find(line, "<DepartureID>") then
flightplan.departureICAO=getXMLelement(line)
end
-- Destination ICAO
if string.find(line, "<DestinationID>") then
flightplan.destinationICAO=getXMLelement(line)
end
-- FPType
if string.find(line, "<FPType>") then
flightplan.plantype=getXMLelement(line)
end
-- Route type
if string.find(line, "<RouteType>") then
flightplan.routetype=getXMLelement(line)
end
-- Cruise alt in feet
if string.find(line, "<CruisingAlt>") then
flightplan.altCruise=getXMLelement(line)
end
-- Departure LLA
if string.find(line, "<DepartureLLA>") then
local lat,long=getLatLong(line)
end
-- Destination LLA
if string.find(line, "<DestinationLLA>") then
local lat,long=getLatLong(line)
end
-- Departure Name
if string.find(line, "<DepartureName>") then
local DepartureName=getXMLelement(line)
end
-- DestinationName
if string.find(line, "<DestinationName>") then
local DestinationName=getXMLelement(line)
end
---
-- Waypoint stuff
---
-- New waypoint starts.
if string.find(line, "ATCWaypoint id") then
--Get string inside quotes " and ".
local wpid=string.match(line, [["(.+)"]])
-- Create a new wp table.
wp={}
-- Set waypoint name.
wp.name=wpid
end
-- Waypoint info ends.
if string.find(line, "</ATCWaypoint>") then
-- This is the end of the waypoint.
-- Add info to waypoints table.
table.insert(waypoints, wp)
-- Set waypoint to nil. We create an empty table if the next wp starts.
wp=nil
end
-- Waypoint type (Airport, Intersection, NDB, VORTAC)
if string.find(line, "<ATCWaypointType>") then
local wptype=getXMLelement(line)
wp.type=wptype
end
-- Waypoint position.
if string.find(line, "<WorldPosition>") then
wp.lat, wp.long=getLatLong(line)
end
-- Runway should exist for initial and final WP if it is an airport.
if string.find(line, "RunwayNumberFP") then
wp.runway=getXMLelement(line)
end
-- Runway designator: LEFT, RIGHT, CENTER
if string.find(line, "RunwayDesignatorFP") then
wp.runwayDesignator=getXMLelement(line)
end
-- Segment is Departure
if string.find(line, "<DepartureFP>") then
wp.segment="Departure"
end
-- Segment is Arrival
if string.find(line, "<ArrivalFP>") then
wp.segment="Arrival"
end
-- Segment is Enroute
if string.find(line, "<ATCAirway>") then
wp.segment="Enroute"
end
-- Approach type: VORDME, LOCALIZER
if string.find(line, "ApproachTypeFP") then
flightplan.approachtype=getXMLelement(line)
end
-- Approach type suffic: Z
if string.find(line, "SuffixFP") then
local SuffixFP=getXMLelement(line)
end
end
for key, value in pairs(flightplan) do
env.info(string.format("Flightplan %s=%s", key, tostring(value)))
end
env.info(string.format("Number of waypoints=%d", #waypoints))
for i,wp in pairs(waypoints) do
env.info(string.format("Waypoint name=%s type=%s segment=%s runway=%s lat=%s long=%s", wp.name, wp.type, tostring(wp.segment), tostring(wp.runway)..tostring(wp.runwayDesignator or ""), wp.lat, wp.long))
end
-- Create a new flightplan.
local fp=FLIGHTPLAN:New(flightplan.title)
-- Set cruise altitude.
fp:SetCruiseAltitude(flightplan.altCruise)
-- Set departure and destination airports.
fp:SetDepartureAirbase(flightplan.departureICAO)
fp:SetDestinationAirbase(flightplan.destinationICAO)
--TODO: Remove first and last waypoint if they are identical to the departure/destination airport!
for i,wp in pairs(waypoints) do
-- Create a navpoint.
local navpoint=NAVPOINT:NewFromLLDMS(wp.name, wp.type, wp.lat, wp.long)
navpoint:SetAltMin(flightplan.altCruise)
-- Add point to flightplan.
-- TODO: section departure, enroute, arrival.
fp:AddNavFix(navpoint)
end
return fp
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,333 @@
--- **NAVIGATION** - Prodedures for Departure (*e.g.* SID), Enroute, Arrival (*e.g.* STAR) and Approach.
--
-- **Main Features:**
--
-- * Stuff
-- * More Stuff
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Template).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Procedure
-- @image NAVIGATION_Procedure.png
--- APPROACH class.
-- @type APPROACH
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string apptype Approach type (ILS, VOR, LOC).
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this approach.
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this approach.
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
-- @list <#APPROACH.Waypoint> path Path of approach consisting of waypoints.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The APPROACH Concept
--
-- A typical approach has (up to) four segments. It starts with the initial approach segment, followed by the intermediate approach segment, followed
-- by the final approach segment. In case something goes wrong during the final approach, the missed approach segment kicks in.
--
-- The initial approach segment starts at the initial approach fix (IAF). The segment can contain multiple other fixes, that need to be passed.
-- Note, that an approach procedure can have more than one intitial approach segment and IAF.
--
-- The intermediate approach segment starts at the intermediate fix (IF). The intermediate approach segment blends the initial approach segment into the final approach segment.
-- It is the segment in which aircraft configuration, speed, and positioning adjustments are made for entry into the final approach segment.
--
--
-- https://en.wikipedia.org/wiki/Visual_approach
-- https://en.wikipedia.org/wiki/Instrument_approach
--
-- # Basic Setup
--
-- A new `APPROACH` object can be created with the @{#APPROACH.New}() function.
--
-- myTemplate=APPROACH:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #APPROACH
APPROACH = {
ClassName = "APPROACH",
verbose = 0,
wpcounter = 0,
}
--- Type of approach.
-- @type APPROACH.Type
-- @field #string VFR Visual Flight Rules.
-- @field #string VOR VOR
-- @field #string NDB NDB
APPROACH.Type={
VFR="VFR",
VOR="VOR",
ILS="ILS",
}
--- Setments of approach.
-- @type APPROACH.Segment
-- @field #string INITIAL Initial approach segment.
-- @field #string INTERMEDIATE Intermediate approach segment.
-- @field #string FINAL Final approach segment.
-- @field #string MISSED Missed approach segment.
APPROACH.Segment={
INITIAL="Initial",
INTERMEDIATE="Intermediate",
FINAL="Final",
MISSED="Missed",
}
--- Waypoint of the approach.
-- @type APPROACH.Waypoint
-- @field #number uid Unique ID of the point.
-- @field #string segment The segment this point belongs to.
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
--- APPROACH class version.
-- @field #string version
APPROACH.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- Initial approach segment --> Intermediate approach segment: starts at IF --> Final approach segment
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new APPROACH class instance.
-- @param #APPROACH self
-- @param #string Type Type of approach (ILS, VOR, LOC).
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
-- @return #APPROACH self
function APPROACH:New(Type, Airbase, Runway)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #APPROACH
-- Set approach type.
-- TODO: Check if this is a valid/known approach type.
self.apptype=Type
if type(Airbase)=="string" then
self.airbase=AIRBASE:FindByName(Airbase)
else
self.airbase=Airbase
end
if type(Runway)=="string" then
self.runway=self.airbase:GetRunwayByName(Runway)
else
self.runway=Runway
end
-- Debug info.
self:I("Created new approach for airbase %s: type=%s, runway=%s", self.airbase:GetName(), self.apptype, self.runway.name)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the primary navigation aid used in the approach.
-- @param #APPROACH self
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
-- @return #APPROACH self
function APPROACH:SetNavAid(NavAid)
self.navaid=NavAid
return self
end
--- Add a waypoint to the path of the approach.
-- @param #APPROACH self
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
-- @param #string Segment The approach segment this fix belongs to.
-- @return #APPROACH.Waypoint The waypoint data table.
function APPROACH:AddNavFix(NavFix, Segment)
self.wpcounter=self.wpcounter+1
local point={} --#APPROACH.Waypoint
point.uid=self.wpcounter
point.segment=Segment
point.navfix=NavFix
table.insert(self.path, point)
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add private functions here.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- DEPARTURE class.
-- @type DEPARTURE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string apptype DEPARTURE type (ILS, VOR, LOC).
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this DEPARTURE.
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this DEPARTURE.
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
-- @list <#DEPARTURE.Waypoint> path Path of DEPARTURE consisting of waypoints.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The DEPARTURE Concept
--
-- Bla.
--
-- @field #DEPARTURE
DEPARTURE = {
ClassName = "DEPARTURE",
verbose = 0,
wpcounter = 0,
}
--- Type of DEPARTURE.
-- @type DEPARTURE.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
DEPARTURE.Type={
VOR="VOR",
ILS="ILS",
}
--- Setments of DEPARTURE.
-- @type DEPARTURE.Segment
-- @field #string INITIAL Initial DEPARTURE segment.
-- @field #string INTERMEDIATE Intermediate DEPARTURE segment.
-- @field #string FINAL Final DEPARTURE segment.
-- @field #string MISSED Missed DEPARTURE segment.
DEPARTURE.Segment={
INITIAL="Initial",
INTERMEDIATE="Intermediate",
FINAL="Final",
MISSED="Missed",
}
--- Waypoint of the DEPARTURE.
-- @type DEPARTURE.Waypoint
-- @field #number uid Unique ID of the point.
-- @field #string segment The segment this point belongs to.
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
--- DEPARTURE class version.
-- @field #string version
DEPARTURE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- Initial DEPARTURE segment --> Intermediate DEPARTURE segment: starts at IF --> Final DEPARTURE segment
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new DEPARTURE class instance.
-- @param #DEPARTURE self
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
-- @param #string Type Type of DEPARTURE (ILS, VOR, LOC).
-- @return #DEPARTURE self
function DEPARTURE:New(Airbase, Runway)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #DEPARTURE
if type(Airbase)=="string" then
self.airbase=AIRBASE:FindByName(Airbase)
else
self.airbase=Airbase
end
if type(Runway)=="string" then
self.runway=self.airbase:GetRunwayByName(Runway)
else
self.runway=Runway
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the primary navigation aid used in the DEPARTURE.
-- @param #DEPARTURE self
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
-- @return #DEPARTURE self
function DEPARTURE:SetNavAid(NavAid)
self.navaid=NavAid
return self
end
--- Add a waypoint to the path of the DEPARTURE.
-- @param #DEPARTURE self
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
-- @param #string Segment The DEPARTURE segment this fix belongs to.
-- @return #DEPARTURE.Waypoint The waypoint data.
function DEPARTURE:AddWaypoint(NavFix, Segment)
self.wpcounter=self.wpcounter+1
local point={} --#DEPARTURE.Waypoint
point.uid=self.wpcounter
point.segment=Segment
point.navfix=NavFix
table.insert(self.path, point)
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add DEPARTURE private functions here.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,108 @@
--- **NAVIGATION** - Template.
--
-- **Main Features:**
--
-- * Stuff
-- * More Stuff
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Template).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Template
-- @image NAVIGATION_Template.png
--- TEMPLATE class.
-- @type TEMPLATE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The TEMPLATE Concept
--
-- The TEMPLATE class has a great concept!
--
-- # Basic Setup
--
-- A new `TEMPLATE` object can be created with the @{#TEMPLATE.New}() function.
--
-- myTemplate=TEMPLATE:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #TEMPLATE
TEMPLATE = {
ClassName = "TEMPLATE",
verbose = 0,
}
--- Type of navaid
-- @type TEMPLATE.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
TEMPLATE.TYPE={
VOR="VOR",
NDB="NDB",
}
--- TEMPLATE class version.
-- @field #string version
TEMPLATE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TEMPLATE class instance.
-- @param #TEMPLATE self
-- @return #TEMPLATE self
function TEMPLATE:New()
-- Inherit everything from SCENERY class.
self=BASE:Inherit(self, BASE:New()) -- #TEMPLATE
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency.
-- @param #TEMPLATE self
-- @param #number Frequency Frequency in Hz.
-- @return #TEMPLATE self
function TEMPLATE:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
+69 -1
View File
@@ -60,6 +60,8 @@
-- @field #boolean jettisonEmptyTanks Allow (true) or disallow (false) AI to jettison empty fuel tanks.
-- @field #boolean jettisonWeapons Allow (true) or disallow (false) AI to jettison weapons if in danger.
-- @field #number holdtime Time [s] flight is holding before going on final. Set to nil for indefinitely.
-- @field #table flightplans Flight plans for this group.
-- @field Navigation.FlightPlan#FLIGHTPLAN flightplan Currently active flight plan.
--
-- @extends Ops.OpsGroup#OPSGROUP
@@ -151,7 +153,8 @@ FLIGHTGROUP = {
playerWarnings = {},
prohibitAB = false,
jettisonEmptyTanks = true,
jettisonWeapons = true, -- that's actually a negative option like prohibitAB
jettisonWeapons = true, -- that's actually a negative option like prohibitAB
flightplans = {},
}
@@ -885,6 +888,17 @@ function FLIGHTGROUP:GetFlightControl()
return self.flightcontrol
end
--- Add flightplan.
-- @param #FLIGHTGROUP self
-- @param Navigation.FlightPlan#FLIGHTPLAN FlightPlan The flight plan.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:AddFlightPlan(FlightPlan)
self:T(self.lid..string.format("Adding flight plan %s", FlightPlan:GetName() ))
table.insert(self.flightplans, FlightPlan)
return self
end
--- Set the homebase.
-- @param #FLIGHTGROUP self
@@ -1709,6 +1723,10 @@ function FLIGHTGROUP:Status()
-- TODO: Not sure why I introduced this here.
self:_CheckGroupDone()
end
if not (self.cargoTransport or mission) then
self:_CheckFlightPlans()
end
end
@@ -3799,6 +3817,56 @@ function FLIGHTGROUP:onafterFuelCritical(From, Event, To)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Flightplan Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check flightplans.
-- @param #FLIGHTGROUP self
-- @param Navigation.FlightPlan#FLIGHTPLAN FlightPlan Flight plan.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:_SetFlightPlan(FlightPlan)
self.flightplan=FlightPlan
for i,_fix in pairs(FlightPlan.fixes) do
local fix=_fix --Navigation.NavFix#NAVFIX
--fix.coordinate
local speed=fix.altMin
local altitude=(fix.altMin or fix.altMax)~=nil and fix:GetAltitude() or FlightPlan:GetCruiseAltitude()
local wp=self:AddWaypoint(fix.coordinate, Speed, AfterWaypointWithID, altitude or 10000, false)
end
end
--- Check flightplans.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:_CheckFlightPlans()
if self.flightplan then
return
end
for i,_flightplan in pairs(self.flightplans) do
local flightplan=_flightplan --Navigation.FlightPlan#FLIGHTPLAN
if flightplan then
self:_SetFlightPlan(flightplan)
break
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Task functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+17 -7
View File
@@ -447,6 +447,7 @@ OPSGROUP.TaskType={
-- @field Wrapper.Marker#MARKER marker Marker on the F10 map.
-- @field #string formation Ground formation. Similar to action but on/off road.
-- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to.
-- @field Navigation.FlightPlan#FLIGHTPLAN flightplan Flightplan this waypoint belongs to.
--- Cargo Carrier status.
-- @type OPSGROUP.CarrierStatus
@@ -575,6 +576,11 @@ function OPSGROUP:New(group)
-- Set DCS group and controller.
self.dcsgroup=self:GetDCSGroup()
if not self.dcsgroup then
return
end
self.controller=self.dcsgroup:getController()
-- Category.
@@ -11411,9 +11417,9 @@ function OPSGROUP:_SimpleTaskFunction(Function, uid)
return DCSTask
end
--- Enhance waypoint table.
--- Enhanced waypoint table.
-- @param #OPSGROUP self
-- @param #OPSGROUP.Waypoint Waypoint data.
-- @param #OPSGROUP.Waypoint waypoint Waypoint data.
-- @return #OPSGROUP.Waypoint Modified waypoint data.
function OPSGROUP:_CreateWaypoint(waypoint)
@@ -12841,7 +12847,7 @@ function OPSGROUP:_UpdatePosition()
self.positionLast=self.position or self:GetVec3()
self.headingLast=self.heading or self:GetHeading()
self.orientXLast=self.orientX or self:GetOrientationX()
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
-- Current state.
self.position=self:GetVec3()
@@ -13687,20 +13693,24 @@ end
-- @return Core.Point#COORDINATE The coordinate of the object.
function OPSGROUP:_CoordinateFromObject(Object)
env.info("FF coordfrom object")
if Object then
if Object:IsInstanceOf("COORDINATE") then
if VECTOR._IsVector(Object) then
env.info("FF VECTOR")
return Object:GetCoordinate()
elseif Object:IsInstanceOf("COORDINATE") then
return Object
else
if Object:IsInstanceOf("POSITIONABLE") or Object:IsInstanceOf("ZONE_BASE") then
self:T(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
self:E(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
local coord=Object:GetCoordinate()
return coord
else
self:T(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
self:E(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
end
end
else
self:T(self.lid.."ERROR: Object passed is nil!")
self:E(self.lid.."ERROR: Object passed is nil!")
end
return nil
@@ -805,6 +805,33 @@ UTILS.kg2lbs = function( kg )
return kg * 2.20462
end
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) to decimal degrees (DD).
-- @param #number Degrees Degrees in grad.
-- @param #number Minutes Minutes.
-- @param #number Seconds Seconds.
-- @return #number Latitude or Longitude in decimal degrees.
UTILS.LLDMSToDD = function(Degrees, Minutes, Seconds)
local dd=tonumber(Degrees or 0) + tonumber(Minutes or 0)/60 + tonumber(Seconds or 0)/3600
return dd
end
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) given in text form to decimal degrees (DD).
-- @param #string LatOrLongString Latitude or longitude passed as ttring in format `DD°MM'SS.SS"`.
-- @return #number Latitude or Longitude in decimal degrees.
UTILS.LLDMSstringToDD = function(LatOrLongString)
local hem=string.match(LatOrLongString, "(%a)")
local Degrees=string.match(LatOrLongString, "(%d+)°")
local Minutes=string.match(LatOrLongString, "(%d+)'")
local Seconds=string.match(LatOrLongString, "([%d\.]+)\"")
local dd=UTILS.LLDMSToDD(Degrees, Minutes, Seconds)
return dd
end
--[[acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
@@ -1525,6 +1552,22 @@ function UTILS.Vec2Add(a, b)
return {x=a.x+b.x, y=a.y+b.y}
end
--- Multiply 2D vector by a scalar value.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param #number c Scalar value.
-- @return DCS#Vec2 Vector
function UTILS.Vec2Mult(a, c)
return {x=c*a.x, y=c*a.y}
end
--- Multiply 3D vector by a scalar value.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number c Scalar value.
-- @return DCS#Vec3 Vector
function UTILS.VecMult(a, c)
return {x=c*a.x, y=c*a.y, z=c*a.z}
end
--- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
@@ -1545,6 +1588,24 @@ function UTILS.VecAngle(a, b)
return math.deg(alpha)
end
--- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
-- @return #number Angle alpha between and b in degrees.
function UTILS.VecAngleSigned(a, b)
local a=UTILS.VecSubstract(s1.p2.vec3, s1.p1.vec3)
local b=UTILS.VecSubstract(s2.p2.vec3, s2.p1.vec3)
local h1=UTILS.VecHdg(a)
local h2=UTILS.VecHdg(b)
local angle=h1-h2 --UTILS.VecAngle(a, b)
end
--- Calculate "heading" of a 3D vector in the X-Z plane.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @return #number Heading in degrees in [0,360).
@@ -1567,6 +1628,20 @@ function UTILS.Vec2Hdg(a)
return h
end
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param DCS#Vec3 a Vector a.
-- @param DCS#Vec3 a Vector b.
-- @return #number Heading difference in degrees.
function UTILS.VecHdgDiff(a, b)
local ha=math.deg(math.atan2(a.z, a.x))
local hb=math.deg(math.atan2(b.z, b.x))
local angle=ha-hb
return angle
end
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param #number h1 Heading one.
-- @param #number h2 Heading two.
+185 -1
View File
@@ -31,6 +31,7 @@
-- @field #AIRBASE.Runway runwayLanding Runway used for landing.
-- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff.
-- @field Wrapper.Storage#STORAGE storage The DCS warehouse storage.
-- @field #table taxiways Taxiways stored as PATHLINEs.
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the DCS Airbase objects:
@@ -78,6 +79,7 @@ AIRBASE = {
[Airbase.Category.SHIP] = "Ship",
},
activerwyno = nil,
taxiways = {},
}
--- Airbases of the Caucasus map
@@ -1549,6 +1551,32 @@ AIRBASE.SpotStatus = {
RESERVED="Reserved",
}
--- ICAO Codes.
-- @type AIRBASE.ICAO
AIRBASE.ICAO = {
UGTB=AIRBASE.Caucasus.Tbilisi_Lochini,
UGKO=AIRBASE.Caucasus.Kutaisi,
UG5X=AIRBASE.Caucasus.Kobuleti,
UG24=AIRBASE.Caucasus.Soganlug,
UG27=AIRBASE.Caucasus.Vaziani,
UGSS=AIRBASE.Caucasus.Sukhumi_Babushara,
UG23=AIRBASE.Caucasus.Gudauta,
URSS=AIRBASE.Caucasus.Sochi_Adler,
URMO=AIRBASE.Caucasus.Beslan,
URMN=AIRBASE.Caucasus.Nalchik,
XRMF=AIRBASE.Caucasus.Mozdok,
URMM=AIRBASE.Caucasus.Mineralnye_Vody,
URKH=AIRBASE.Caucasus.Maykop_Khanskaya,
URKK=AIRBASE.Caucasus.Krasnodar_Pashkovsky,
URKL=AIRBASE.Caucasus.Krasnodar_Center,
URKG=AIRBASE.Caucasus.Gelendzhik,
URKN=AIRBASE.Caucasus.Novorossiysk,
URKW=AIRBASE.Caucasus.Krymsk,
URKA=AIRBASE.Caucasus.Anapa_Vityazevo,
}
--- Runway data.
-- @type AIRBASE.Runway
-- @field #string name Runway name.
@@ -1737,14 +1765,47 @@ end
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
-- @param #AIRBASE self
-- @param #string AirbaseName The Airbase Name.
-- @param #string AirbaseName The name of the airbase. Can also be the ICAO code or the airbase ID.
-- @return #AIRBASE self
function AIRBASE:FindByName( AirbaseName )
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
if not AirbaseFound then
AirbaseFound=self:FindByICAO(AirbaseName)
end
if not AirbaseFound then
AirbaseFound=self:FindByID(AirbaseName)
end
return AirbaseFound
end
--- Find an AIRBASE in the _DATABASE using the [International Civil Aviation Organization](https://en.wikipedia.org/wiki/ICAO_airport_code) (ICAO) airport code.
-- The code consists of four characters. Typically, the first one or two letters of the ICAO code indicate the country and the remaining letters identify the airport.
--
-- **NOTE** that the ICAO code cannot be retrieved via the DCS API and has to be hard coded into the MOOSE code. Therefore, it is a rare occasion where
-- @param #AIRBASE self
-- @param #string AirbaseICAO The Airbase ICAO code.
-- @return #AIRBASE self
function AIRBASE:FindByICAO( AirbaseICAO )
if AirbaseICAO then
local name=AIRBASE.ICAO[AirbaseICAO]
env.info(string.format("FF ICAO=%s, Name=%s", tostring(AirbaseICAO), tostring(name)))
local Airbase=self:FindByName(name)
return Airbase
end
return nil
end
--- Find a AIRBASE in the _DATABASE by its ID.
-- @param #AIRBASE self
-- @param #number id Airbase ID.
@@ -2057,6 +2118,129 @@ function AIRBASE:IsShip()
return self.isShip
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Taxi ways
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a taxiway from a given PATHLINE.
-- @param #AIRBASE self
-- @param Core.Pathline#PATHLINE TaxiPathline Pathline of the taxi way or name of pathline as #string.
-- @param #string Name Name of the taxi way, *e.g.* "Alpha", or "Alpha-Kilo". Default is name of pathline.
-- @return #AIRBASE self
function AIRBASE:AddTaxiway(TaxiPathline, Name)
-- If passed as string, get pathline.
if type(TaxiPathline)=="string" then
TaxiPathline=PATHLINE:FindByName(TaxiPathline)
end
-- Set name.
Name=Name or TaxiPathline:GetName()
-- Create a deep copy.
local taxiway=UTILS.DeepCopy(TaxiPathline) --Core.Pathline#PATHLINE
-- Set name.
taxiway.name=Name
-- Add to taxiways.
self.taxiways[Name]=taxiway
--self:I(self.taxiways)
return self
end
--- Find the shortest path using taxiways to get from given coodinates A to B on the airbase.
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
-- @param #AIRBASE self
-- @param Core.Point#COORDINATE StartCoord Start coordinate.
-- @param Core.Point#COORDINATE EndCoord End coordinate.
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
-- @return #table Table of used taxi way pathlines.
function AIRBASE:FindTaxiwaysFromAtoB(StartCoord, EndCoord)
-- Create A* pathfinding.
local astar=ASTAR:New()
-- Add pathlines of taxiways of airport.
for _,_taxiway in pairs(self.taxiways) do
local taxiway=_taxiway --Core.Pathline#PATHLINE
astar:AddNodeFromPathlineName(taxiway)
end
-- Set cost function.
astar:SetCostDist2D()
-- Set valid neighbours to be on the same pathline or at most 10 meters between nodes to jump from one pathline/taxiway to another.
astar:SetValidNeighbourPathline(10)
-- Set start and end coordinates.
astar:SetStartCoordinate(StartCoord)
astar:SetEndCoordinate(EndCoord)
-- Get pathline.
local taxipath, nodes=astar:GetPathline()
local taxiways=astar:GetPathlinesFromNodes(nodes)
return taxipath, taxiways
end
--- Get closest taxiway from a given reference coordinate.
-- @param #AIRBASE self
-- @param Core.Point#COORDINATE Coord Reference coordinate.
-- @return Core.Pathline#PATHLINE Taxiway.
-- @return #number Distance to taxiway in meters.
-- @return Core.Point#COORDINATE Coordinate on taxiway closest to reference coordinate.
-- @return Core.Pathline#PATHLINE.Segment Segment of the taxiway closest to the reference coordinate.
function AIRBASE:GetClosestTaxiway(Coord)
local taxipath=nil
local distmin=math.huge
local coordmin=nil
local segmin=nil
for name,_pathline in pairs(self.taxiways) do
local pathline=_pathline --Core.Pathline#PATHLINE
local coord, dist, segment=pathline:GetClosestPoint3D(Coord)
if dist<distmin then
taxipath=pathline
coordmin=coord
distmin=dist
segmin=segment
end
end
return taxipath, distmin, coordmin, segmin
end
--- Find the shortest path using taxiways to get from given parking spot to the starting point of a runway.
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
-- @param #AIRBASE self
-- @param #AIRBASE.ParkingSpot ParkingSpot Parking spot.
-- @param #AIRBASE.Runway Runway The runway. If none is given, we take the active runway for takeoff.
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
-- @return #table Table of used taxi way pathlines.
function AIRBASE:FindTaxiwaysParkingToRunway(ParkingSpot, Runway)
Runway=Runway or self:GetActiveRunwayTakeoff()
local StartCoord=ParkingSpot.Coordinate
local EndCoord=Runway.position
local taxipath, taxiways=self:FindTaxiwaysFromAtoB(StartCoord,EndCoord)
return taxipath, taxiways
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Parking
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------