-
Notifications
You must be signed in to change notification settings - Fork 193
/
client.lua
601 lines (527 loc) · 17.9 KB
/
client.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
eventPrefix = '__PolyZone__:'
PolyZone = {}
local defaultColorWalls = {0, 255, 0}
local defaultColorOutline = {255, 0, 0}
local defaultColorGrid = {255, 255, 255}
-- Utility functions
local abs = math.abs
local function _isLeft(p0, p1, p2)
local p0x = p0.x
local p0y = p0.y
return ((p1.x - p0x) * (p2.y - p0y)) - ((p2.x - p0x) * (p1.y - p0y))
end
local function _wn_inner_loop(p0, p1, p2, wn)
local p2y = p2.y
if (p0.y <= p2y) then
if (p1.y > p2y) then
if (_isLeft(p0, p1, p2) > 0) then
return wn + 1
end
end
else
if (p1.y <= p2y) then
if (_isLeft(p0, p1, p2) < 0) then
return wn - 1
end
end
end
return wn
end
function addBlip(pos)
local blip = AddBlipForCoord(pos.x, pos.y, 0.0)
SetBlipColour(blip, 7)
SetBlipDisplay(blip, 8)
SetBlipScale(blip, 1.0)
SetBlipAsShortRange(blip, true)
return blip
end
function clearTbl(tbl)
-- Only works with contiguous (array-like) tables
if tbl == nil then return end
for i=1, #tbl do
tbl[i] = nil
end
return tbl
end
function copyTbl(tbl)
-- Only a shallow copy, and only works with contiguous (array-like) tables
if tbl == nil then return end
local ret = {}
for i=1, #tbl do
ret[i] = tbl[i]
end
return ret
end
-- Winding Number Algorithm - http://geomalgorithms.com/a03-_inclusion.html
local function _windingNumber(point, poly)
local wn = 0 -- winding number counter
-- loop through all edges of the polygon
for i = 1, #poly - 1 do
wn = _wn_inner_loop(poly[i], poly[i + 1], point, wn)
end
-- test last point to first point, completing the polygon
wn = _wn_inner_loop(poly[#poly], poly[1], point, wn)
-- the point is outside only when this winding number wn===0, otherwise it's inside
return wn ~= 0
end
-- Detects intersection between two lines
local function _isIntersecting(a, b, c, d)
-- Store calculations in local variables for performance
local ax_minus_cx = a.x - c.x
local bx_minus_ax = b.x - a.x
local dx_minus_cx = d.x - c.x
local ay_minus_cy = a.y - c.y
local by_minus_ay = b.y - a.y
local dy_minus_cy = d.y - c.y
local denominator = ((bx_minus_ax) * (dy_minus_cy)) - ((by_minus_ay) * (dx_minus_cx))
local numerator1 = ((ay_minus_cy) * (dx_minus_cx)) - ((ax_minus_cx) * (dy_minus_cy))
local numerator2 = ((ay_minus_cy) * (bx_minus_ax)) - ((ax_minus_cx) * (by_minus_ay))
-- Detect coincident lines
if denominator == 0 then return numerator1 == 0 and numerator2 == 0 end
local r = numerator1 / denominator
local s = numerator2 / denominator
return (r >= 0 and r <= 1) and (s >= 0 and s <= 1)
end
-- https://rosettacode.org/wiki/Shoelace_formula_for_polygonal_area#Lua
local function _calculatePolygonArea(points)
local function det2(i,j)
return points[i].x*points[j].y-points[j].x*points[i].y
end
local sum = #points>2 and det2(#points,1) or 0
for i=1,#points-1 do sum = sum + det2(i,i+1)end
return abs(0.5 * sum)
end
-- Debug drawing functions
function _drawWall(p1, p2, minZ, maxZ, r, g, b, a)
local bottomLeft = vector3(p1.x, p1.y, minZ)
local topLeft = vector3(p1.x, p1.y, maxZ)
local bottomRight = vector3(p2.x, p2.y, minZ)
local topRight = vector3(p2.x, p2.y, maxZ)
DrawPoly(bottomLeft,topLeft,bottomRight,r,g,b,a)
DrawPoly(topLeft,topRight,bottomRight,r,g,b,a)
DrawPoly(bottomRight,topRight,topLeft,r,g,b,a)
DrawPoly(bottomRight,topLeft,bottomLeft,r,g,b,a)
end
function PolyZone:TransformPoint(point)
-- No point transform necessary for regular PolyZones, unlike zones like Entity Zones, whose points can be rotated and offset
return point
end
function PolyZone:draw(forceDraw)
if not forceDraw and not self.debugPoly and not self.debugGrid then return end
local zDrawDist = 45.0
local oColor = self.debugColors.outline or defaultColorOutline
local oR, oG, oB = oColor[1], oColor[2], oColor[3]
local wColor = self.debugColors.walls or defaultColorWalls
local wR, wG, wB = wColor[1], wColor[2], wColor[3]
local plyPed = PlayerPedId()
local plyPos = GetEntityCoords(plyPed)
local minZ = self.minZ or plyPos.z - zDrawDist
local maxZ = self.maxZ or plyPos.z + zDrawDist
local points = self.points
for i=1, #points do
local point = self:TransformPoint(points[i])
DrawLine(point.x, point.y, minZ, point.x, point.y, maxZ, oR, oG, oB, 164)
if i < #points then
local p2 = self:TransformPoint(points[i+1])
DrawLine(point.x, point.y, maxZ, p2.x, p2.y, maxZ, oR, oG, oB, 184)
_drawWall(point, p2, minZ, maxZ, wR, wG, wB, 48)
end
end
if #points > 2 then
local firstPoint = self:TransformPoint(points[1])
local lastPoint = self:TransformPoint(points[#points])
DrawLine(firstPoint.x, firstPoint.y, maxZ, lastPoint.x, lastPoint.y, maxZ, oR, oG, oB, 184)
_drawWall(firstPoint, lastPoint, minZ, maxZ, wR, wG, wB, 48)
end
end
function PolyZone.drawPoly(poly, forceDraw)
PolyZone.draw(poly, forceDraw)
end
-- Debug drawing all grid cells that are completly within the polygon
local function _drawGrid(poly)
local minZ = poly.minZ
local maxZ = poly.maxZ
if not minZ or not maxZ then
local plyPed = PlayerPedId()
local plyPos = GetEntityCoords(plyPed)
minZ = plyPos.z - 46.0
maxZ = plyPos.z - 45.0
end
local lines = poly.lines
local color = poly.debugColors.grid or defaultColorGrid
local r, g, b = color[1], color[2], color[3]
for i=1, #lines do
local line = lines[i]
local min = line.min
local max = line.max
DrawLine(min.x + 0.0, min.y + 0.0, maxZ + 0.0, max.x + 0.0, max.y + 0.0, maxZ + 0.0, r, g, b, 196)
end
end
local function _pointInPoly(point, poly)
local x = point.x
local y = point.y
local min = poly.min
local minX = min.x
local minY = min.y
local max = poly.max
-- Checks if point is within the polygon's bounding box
if x < minX or
x > max.x or
y < minY or
y > max.y then
return false
end
-- Checks if point is within the polygon's height bounds
local minZ = poly.minZ
local maxZ = poly.maxZ
local z = point.z
if (minZ and z < minZ) or (maxZ and z > maxZ) then
return false
end
-- Returns true if the grid cell associated with the point is entirely inside the poly
local grid = poly.grid
if grid then
local gridDivisions = poly.gridDivisions
local size = poly.size
local gridPosX = x - minX
local gridPosY = y - minY
local gridCellX = (gridPosX * gridDivisions) // size.x
local gridCellY = (gridPosY * gridDivisions) // size.y
local gridCellValue = grid[gridCellY + 1][gridCellX + 1]
if gridCellValue == nil and poly.lazyGrid then
gridCellValue = _isGridCellInsidePoly(gridCellX, gridCellY, poly)
grid[gridCellY + 1][gridCellX + 1] = gridCellValue
end
if gridCellValue then return true end
end
return _windingNumber(point, poly.points)
end
-- Grid creation functions
-- Calculates the points of the rectangle that make up the grid cell at grid position (cellX, cellY)
local function _calculateGridCellPoints(cellX, cellY, poly)
local gridCellWidth = poly.gridCellWidth
local gridCellHeight = poly.gridCellHeight
local min = poly.min
-- min added to initial point, in order to shift the grid cells to the poly's starting position
local x = cellX * gridCellWidth + min.x
local y = cellY * gridCellHeight + min.y
return {
vector2(x, y),
vector2(x + gridCellWidth, y),
vector2(x + gridCellWidth, y + gridCellHeight),
vector2(x, y + gridCellHeight),
vector2(x, y)
}
end
function _isGridCellInsidePoly(cellX, cellY, poly)
gridCellPoints = _calculateGridCellPoints(cellX, cellY, poly)
local polyPoints = {table.unpack(poly.points)}
-- Connect the polygon to its starting point
polyPoints[#polyPoints + 1] = polyPoints[1]
-- If none of the points of the grid cell are in the polygon, the grid cell can't be in it
local isOnePointInPoly = false
for i=1, #gridCellPoints - 1 do
local cellPoint = gridCellPoints[i]
local x = cellPoint.x
local y = cellPoint.y
if _windingNumber(cellPoint, poly.points) then
isOnePointInPoly = true
-- If we are drawing the grid (poly.lines ~= nil), we need to go through all the points,
-- and therefore can't break out of the loop early
if poly.lines then
if not poly.gridXPoints[x] then poly.gridXPoints[x] = {} end
if not poly.gridYPoints[y] then poly.gridYPoints[y] = {} end
poly.gridXPoints[x][y] = true
poly.gridYPoints[y][x] = true
else break end
end
end
if isOnePointInPoly == false then
return false
end
-- If any of the grid cell's lines intersects with any of the polygon's lines
-- then the grid cell is not completely within the poly
for i=1, #gridCellPoints - 1 do
local gridCellP1 = gridCellPoints[i]
local gridCellP2 = gridCellPoints[i+1]
for j=1, #polyPoints - 1 do
if _isIntersecting(gridCellP1, gridCellP2, polyPoints[j], polyPoints[j+1]) then
return false
end
end
end
return true
end
local function _calculateLinesForDrawingGrid(poly)
local lines = {}
for x, tbl in pairs(poly.gridXPoints) do
local yValues = {}
-- Turn dict/set of values into array
for y, _ in pairs(tbl) do yValues[#yValues + 1] = y end
if #yValues >= 2 then
table.sort(yValues)
local minY = yValues[1]
local lastY = yValues[1]
for i=1, #yValues do
local y = yValues[i]
-- Checks for breaks in the grid. If the distance between the last value and the current one
-- is greater than the size of a grid cell, that means the line between them must go outside the polygon.
-- Therefore, a line must be created between minY and the lastY, and a new line started at the current y
if y - lastY > poly.gridCellHeight + 0.01 then
lines[#lines+1] = {min=vector2(x, minY), max=vector2(x, lastY)}
minY = y
elseif i == #yValues then
-- If at the last point, create a line between minY and the last point
lines[#lines+1] = {min=vector2(x, minY), max=vector2(x, y)}
end
lastY = y
end
end
end
-- Setting nil to allow the GC to clear it out of memory, since we no longer need this
poly.gridXPoints = nil
-- Same as above, but for gridYPoints instead of gridXPoints
for y, tbl in pairs(poly.gridYPoints) do
local xValues = {}
for x, _ in pairs(tbl) do xValues[#xValues + 1] = x end
if #xValues >= 2 then
table.sort(xValues)
local minX = xValues[1]
local lastX = xValues[1]
for i=1, #xValues do
local x = xValues[i]
if x - lastX > poly.gridCellWidth + 0.01 then
lines[#lines+1] = {min=vector2(minX, y), max=vector2(lastX, y)}
minX = x
elseif i == #xValues then
lines[#lines+1] = {min=vector2(minX, y), max=vector2(x, y)}
end
lastX = x
end
end
end
poly.gridYPoints = nil
return lines
end
-- Calculate for each grid cell whether it is entirely inside the polygon, and store if true
local function _createGrid(poly, options)
poly.gridArea = 0.0
poly.gridCellWidth = poly.size.x / poly.gridDivisions
poly.gridCellHeight = poly.size.y / poly.gridDivisions
Citizen.CreateThread(function()
-- Calculate all grid cells that are entirely inside the polygon
local isInside = {}
local gridCellArea = poly.gridCellWidth * poly.gridCellHeight
for y=1, poly.gridDivisions do
Citizen.Wait(0)
isInside[y] = {}
for x=1, poly.gridDivisions do
if _isGridCellInsidePoly(x-1, y-1, poly) then
poly.gridArea = poly.gridArea + gridCellArea
isInside[y][x] = true
end
end
end
poly.grid = isInside
poly.gridCoverage = poly.gridArea / poly.area
-- A lot of memory is used by this pre-calc. Force a gc collect after to clear it out
collectgarbage("collect")
if options.debugGrid then
local coverage = string.format("%.2f", poly.gridCoverage * 100)
print("[PolyZone] Debug: Grid Coverage at " .. coverage .. "% with " .. poly.gridDivisions
.. " divisions. Optimal coverage for memory usage and startup time is 80-90%")
Citizen.CreateThread(function()
poly.lines = _calculateLinesForDrawingGrid(poly)
-- A lot of memory is used by this pre-calc. Force a gc collect after to clear it out
collectgarbage("collect")
end)
end
end)
end
-- Initialization functions
local function _calculatePoly(poly, options)
if not poly.min or not poly.max or not poly.size or not poly.center or not poly.area then
local minX, minY = math.maxinteger, math.maxinteger
local maxX, maxY = math.mininteger, math.mininteger
for _, p in ipairs(poly.points) do
minX = math.min(minX, p.x)
minY = math.min(minY, p.y)
maxX = math.max(maxX, p.x)
maxY = math.max(maxY, p.y)
end
poly.min = vector2(minX, minY)
poly.max = vector2(maxX, maxY)
poly.size = poly.max - poly.min
poly.center = (poly.max + poly.min) / 2
poly.area = _calculatePolygonArea(poly.points)
end
poly.boundingRadius = math.sqrt(poly.size.y * poly.size.y + poly.size.x * poly.size.x) / 2
if poly.useGrid and not poly.lazyGrid then
if options.debugGrid then
poly.gridXPoints = {}
poly.gridYPoints = {}
poly.lines = {}
end
_createGrid(poly, options)
elseif poly.useGrid then
local isInside = {}
for y=1, poly.gridDivisions do
isInside[y] = {}
end
poly.grid = isInside
poly.gridCellWidth = poly.size.x / poly.gridDivisions
poly.gridCellHeight = poly.size.y / poly.gridDivisions
end
end
local function _initDebug(poly, options)
if options.debugBlip then poly:addDebugBlip() end
local debugEnabled = options.debugPoly or options.debugGrid
if not debugEnabled then
return
end
Citizen.CreateThread(function()
while not poly.destroyed do
poly:draw(false)
if options.debugGrid and poly.lines then
_drawGrid(poly)
end
Citizen.Wait(0)
end
end)
end
function PolyZone:new(points, options)
if not points then
print("[PolyZone] Error: Passed nil points table to PolyZone:Create() {name=" .. options.name .. "}")
return
end
if #points < 3 then
print("[PolyZone] Warning: Passed points table with less than 3 points to PolyZone:Create() {name=" .. options.name .. "}")
end
options = options or {}
local useGrid = options.useGrid
if useGrid == nil then useGrid = true end
local lazyGrid = options.lazyGrid
if lazyGrid == nil then lazyGrid = true end
local poly = {
name = tostring(options.name) or nil,
points = points,
center = options.center,
size = options.size,
max = options.max,
min = options.min,
area = options.area,
minZ = tonumber(options.minZ) or nil,
maxZ = tonumber(options.maxZ) or nil,
useGrid = useGrid,
lazyGrid = lazyGrid,
gridDivisions = tonumber(options.gridDivisions) or 30,
debugColors = options.debugColors or {},
debugPoly = options.debugPoly or false,
debugGrid = options.debugGrid or false,
data = options.data or {},
isPolyZone = true,
}
if poly.debugGrid then poly.lazyGrid = false end
_calculatePoly(poly, options)
setmetatable(poly, self)
self.__index = self
return poly
end
function PolyZone:Create(points, options)
local poly = PolyZone:new(points, options)
_initDebug(poly, options)
return poly
end
function PolyZone:isPointInside(point)
if self.destroyed then
print("[PolyZone] Warning: Called isPointInside on destroyed zone {name=" .. self.name .. "}")
return false
end
return _pointInPoly(point, self)
end
function PolyZone:destroy()
self.destroyed = true
if self.debugPoly or self.debugGrid then
print("[PolyZone] Debug: Destroying zone {name=" .. self.name .. "}")
end
end
-- Helper functions
function PolyZone.getPlayerPosition()
return GetEntityCoords(PlayerPedId())
end
HeadBone = 0x796e;
function PolyZone.getPlayerHeadPosition()
return GetPedBoneCoords(PlayerPedId(), HeadBone);
end
function PolyZone.ensureMetatable(zone)
if zone.isComboZone then
setmetatable(zone, ComboZone)
elseif zone.isEntityZone then
setmetatable(zone, EntityZone)
elseif zone.isBoxZone then
setmetatable(zone, BoxZone)
elseif zone.isCircleZone then
setmetatable(zone, CircleZone)
elseif zone.isPolyZone then
setmetatable(zone, PolyZone)
end
end
function PolyZone:onPointInOut(getPointCb, onPointInOutCb, waitInMS)
-- Localize the waitInMS value for performance reasons (default of 500 ms)
local _waitInMS = 500
if waitInMS ~= nil then _waitInMS = waitInMS end
Citizen.CreateThread(function()
local isInside = false
while not self.destroyed do
if not self.paused then
local point = getPointCb()
local newIsInside = self:isPointInside(point)
if newIsInside ~= isInside then
onPointInOutCb(newIsInside, point)
isInside = newIsInside
end
end
Citizen.Wait(_waitInMS)
end
end)
end
function PolyZone:onPlayerInOut(onPointInOutCb, waitInMS)
self:onPointInOut(PolyZone.getPlayerPosition, onPointInOutCb, waitInMS)
end
function PolyZone:addEvent(eventName)
if self.events == nil then self.events = {} end
local internalEventName = eventPrefix .. eventName
RegisterNetEvent(internalEventName)
self.events[eventName] = AddEventHandler(internalEventName, function (...)
if self:isPointInside(PolyZone.getPlayerPosition()) then
TriggerEvent(eventName, ...)
end
end)
end
function PolyZone:removeEvent(eventName)
if self.events and self.events[eventName] then
RemoveEventHandler(self.events[eventName])
self.events[eventName] = nil
end
end
function PolyZone:addDebugBlip()
return addBlip(self.center or self:getBoundingBoxCenter())
end
function PolyZone:setPaused(paused)
self.paused = paused
end
function PolyZone:isPaused()
return self.paused
end
function PolyZone:getBoundingBoxMin()
return self.min
end
function PolyZone:getBoundingBoxMax()
return self.max
end
function PolyZone:getBoundingBoxSize()
return self.size
end
function PolyZone:getBoundingBoxCenter()
return self.center
end