Scripts/resources/[standalone]/PolyZone/BoxZone.lua

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2024-12-29 20:02:43 +00:00
BoxZone = {}
-- Inherits from PolyZone
setmetatable(BoxZone, { __index = PolyZone })
-- Utility functions
local rad, cos, sin = math.rad, math.cos, math.sin
function PolyZone.rotate(origin, point, theta)
if theta == 0.0 then return point end
local p = point - origin
local pX, pY = p.x, p.y
theta = rad(theta)
local cosTheta = cos(theta)
local sinTheta = sin(theta)
local x = pX * cosTheta - pY * sinTheta
local y = pX * sinTheta + pY * cosTheta
return vector2(x, y) + origin
end
local function _calculateScaleAndOffset(options)
-- Scale and offset tables are both formatted as {forward, back, left, right, up, down}
-- or if symmetrical {forward/back, left/right, up/down}
local scale = options.scale or {1.0, 1.0, 1.0, 1.0, 1.0, 1.0}
local offset = options.offset or {0.0, 0.0, 0.0, 0.0, 0.0, 0.0}
assert(#scale == 3 or #scale == 6, "Scale skal være af længde 3 eller 6")
assert(#offset == 3 or #offset == 6, "Offset skal være af længde 3 eller 6")
if #scale == 3 then
scale = {scale[1], scale[1], scale[2], scale[2], scale[3], scale[3]}
end
if #offset == 3 then
offset = {offset[1], offset[1], offset[2], offset[2], offset[3], offset[3]}
end
local minOffset = vector3(offset[3], offset[2], offset[6])
local maxOffset = vector3(offset[4], offset[1], offset[5])
local minScale = vector3(scale[3], scale[2], scale[6])
local maxScale = vector3(scale[4], scale[1], scale[5])
return minOffset, maxOffset, minScale, maxScale
end
local function _calculatePoints(center, length, width, minScale, maxScale, minOffset, maxOffset)
local halfLength, halfWidth = length / 2, width / 2
local min = vector3(-halfWidth, -halfLength, 0.0)
local max = vector3(halfWidth, halfLength, 0.0)
min = min * minScale - minOffset
max = max * maxScale + maxOffset
-- Box vertices
local p1 = center.xy + vector2(min.x, min.y)
local p2 = center.xy + vector2(max.x, min.y)
local p3 = center.xy + vector2(max.x, max.y)
local p4 = center.xy + vector2(min.x, max.y)
return {p1, p2, p3, p4}
end
-- Debug drawing functions
function BoxZone:TransformPoint(point)
-- Overriding TransformPoint function to take into account rotation and position offset
return PolyZone.rotate(self.startPos, point, self.offsetRot) + self.offsetPos
end
-- Initialization functions
local function _initDebug(zone, options)
if options.debugBlip then zone:addDebugBlip() end
if not options.debugPoly then
return
end
Citizen.CreateThread(function()
while not zone.destroyed do
zone:draw()
Citizen.Wait(0)
end
end)
end
local defaultMinOffset, defaultMaxOffset, defaultMinScale, defaultMaxScale = vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), vector3(1.0, 1.0, 1.0)
local defaultScaleZ, defaultOffsetZ = {defaultMinScale.z, defaultMaxScale.z}, {defaultMinOffset.z, defaultMaxOffset.z}
function BoxZone:new(center, length, width, options)
local minOffset, maxOffset, minScale, maxScale = defaultMinOffset, defaultMaxOffset, defaultMinScale, defaultMaxScale
local scaleZ, offsetZ = defaultScaleZ, defaultOffsetZ
if options.scale ~= nil or options.offset ~= nil then
minOffset, maxOffset, minScale, maxScale = _calculateScaleAndOffset(options)
scaleZ, offsetZ = {minScale.z, maxScale.z}, {minOffset.z, maxOffset.z}
end
local points = _calculatePoints(center, length, width, minScale, maxScale, minOffset, maxOffset)
local min = points[1]
local max = points[3]
local size = max - min
-- Box Zones don't use the grid optimization because they are already rectangles/cubes
options.useGrid = false
-- Pre-setting all these values to avoid PolyZone:new() having to calculate them
options.min = min
options.max = max
options.size = size
options.center = center
options.area = size.x * size.y
local zone = PolyZone:new(points, options)
zone.length = length
zone.width = width
zone.startPos = center.xy
zone.offsetPos = vector2(0.0, 0.0)
zone.offsetRot = options.heading or 0.0
zone.minScale, zone.maxScale = minScale, maxScale
zone.minOffset, zone.maxOffset = minOffset, maxOffset
zone.scaleZ, zone.offsetZ = scaleZ, offsetZ
zone.isBoxZone = true
setmetatable(zone, self)
self.__index = self
return zone
end
function BoxZone:Create(center, length, width, options)
local zone = BoxZone:new(center, length, width, options)
_initDebug(zone, options)
return zone
end
-- Helper functions
function BoxZone:isPointInside(point)
if self.destroyed then
print("[PolyZone] Warning: Called isPointInside on destroyed zone {name=" .. self.name .. "}")
return false
end
local startPos = self.startPos
local actualPos = point.xy - self.offsetPos
if #(actualPos - startPos) > self.boundingRadius then
return false
end
local rotatedPoint = PolyZone.rotate(startPos, actualPos, -self.offsetRot)
local pX, pY, pZ = rotatedPoint.x, rotatedPoint.y, point.z
local min, max = self.min, self.max
local minX, minY, maxX, maxY = min.x, min.y, max.x, max.y
local minZ, maxZ = self.minZ, self.maxZ
if pX < minX or pX > maxX or pY < minY or pY > maxY then
return false
end
if (minZ and pZ < minZ) or (maxZ and pZ > maxZ) then
return false
end
return true
end
function BoxZone:getHeading()
return self.offsetRot
end
function BoxZone:setHeading(heading)
if not heading then
return
end
self.offsetRot = heading
end
function BoxZone:setCenter(center)
if not center or center == self.center then
return
end
self.center = center
self.startPos = center.xy
self.points = _calculatePoints(self.center, self.length, self.width, self.minScale, self.maxScale, self.minOffset, self.maxOffset)
end
function BoxZone:getLength()
return self.length
end
function BoxZone:setLength(length)
if not length or length == self.length then
return
end
self.length = length
self.points = _calculatePoints(self.center, self.length, self.width, self.minScale, self.maxScale, self.minOffset, self.maxOffset)
end
function BoxZone:getWidth()
return self.width
end
function BoxZone:setWidth(width)
if not width or width == self.width then
return
end
self.width = width
self.points = _calculatePoints(self.center, self.length, self.width, self.minScale, self.maxScale, self.minOffset, self.maxOffset)
end