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ox_lib/imports/zones/client.lua

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local glm = require 'glm'
---@class CZone
---@field id number
---@field coords vector3
---@field distance number
---@field __type 'poly' | 'sphere' | 'box'
---@field debugColour vector4?
---@field setDebug fun(self: CZone, enable?: boolean, colour?: vector)
---@field remove fun()
---@field contains fun(self: CZone, coords?: vector3): boolean
---@field onEnter fun(self: CZone)?
---@field onExit fun(self: CZone)?
---@field inside fun(self: CZone)?
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---@field [string] any
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---@type table<number, CZone>
local Zones = {}
_ENV.Zones = Zones
local function nextFreePoint(points, b, len)
for i = 1, len do
local n = (i + b) % len
n = n ~= 0 and n or len
if points[n] then
return n
end
end
end
local function unableToSplit(polygon)
print('The following polygon is malformed and has failed to be split into triangles for debug')
for k, v in pairs(polygon) do
print(k, v)
end
end
local function getTriangles(polygon)
local triangles = {}
if polygon:isConvex() then
for i = 2, #polygon - 1 do
triangles[#triangles + 1] = mat(polygon[1], polygon[i], polygon[i + 1])
end
return triangles
end
if not polygon:isSimple() then
unableToSplit(polygon)
return triangles
end
local points = {}
local polygonN = #polygon
for i = 1, polygonN do
points[i] = polygon[i]
end
local a, b, c = 1, 2, 3
local zValue = polygon[1].z
local count = 0
while polygonN - #triangles > 2 do
local a2d = polygon[a].xy
local c2d = polygon[c].xy
if polygon:containsSegment(vec3(glm.segment2d.getPoint(a2d, c2d, 0.01), zValue), vec3(glm.segment2d.getPoint(a2d, c2d, 0.99), zValue)) then
triangles[#triangles + 1] = mat(polygon[a], polygon[b], polygon[c])
points[b] = false
b = c
c = nextFreePoint(points, b, polygonN)
else
a = b
b = c
c = nextFreePoint(points, b, polygonN)
end
count += 1
if count > polygonN and #triangles == 0 then
unableToSplit(polygon)
return triangles
end
Wait(0)
end
return triangles
end
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---@type table<number, CZone>
local insideZones = {}
---@type CZone[] | Array
local exitingZones = lib.array:new()
---@type CZone[] | Array
local enteringZones = lib.array:new()
local tick
local glm_polygon_contains = glm.polygon.contains
local function removeZone(zone)
Zones[zone.id] = nil
insideZones[zone.id] = nil
table.remove(exitingZones, exitingZones:indexOf(zone))
table.remove(enteringZones, enteringZones:indexOf(zone))
end
CreateThread(function()
while true do
local coords = GetEntityCoords(cache.ped)
cache.coords = coords
for _, zone in pairs(Zones) do
zone.distance = #(zone.coords - coords)
local radius, contains = zone.radius, nil
if radius then
contains = zone.distance < radius
else
contains = glm_polygon_contains(zone.polygon, coords, zone.thickness / 4)
end
if contains then
if not zone.insideZone then
zone.insideZone = true
if zone.onEnter then
enteringZones:push(zone)
end
if zone.inside or zone.debug then
insideZones[zone.id] = zone
end
end
else
if zone.insideZone then
zone.insideZone = false
insideZones[zone.id] = nil
if zone.onExit then
exitingZones:push(zone)
end
end
if zone.debug then
insideZones[zone.id] = zone
end
end
end
local exitingSize = #exitingZones
local enteringSize = #enteringZones
if exitingSize > 0 then
table.sort(exitingZones, function(a, b)
return a.distance > b.distance
end)
for i = exitingSize, 1, -1 do
exitingZones[i]:onExit()
end
table.wipe(exitingZones)
end
if enteringSize > 0 then
table.sort(enteringZones, function(a, b)
return a.distance < b.distance
end)
for i = 1, enteringSize do
enteringZones[i]:onEnter()
end
table.wipe(enteringZones)
end
if not tick then
if next(insideZones) then
tick = SetInterval(function()
for _, zone in pairs(insideZones) do
if zone.debug then
zone:debug()
if zone.inside and zone.insideZone then
zone:inside()
end
else
zone:inside()
end
end
end)
end
elseif not next(insideZones) then
tick = ClearInterval(tick)
end
Wait(300)
end
end)
local DrawLine = DrawLine
local DrawPoly = DrawPoly
local function debugPoly(self)
for i = 1, #self.triangles do
local triangle = self.triangles[i]
DrawPoly(triangle[1].x, triangle[1].y, triangle[1].z, triangle[2].x, triangle[2].y, triangle[2].z, triangle[3].x, triangle[3].y, triangle[3].z,
self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
DrawPoly(triangle[2].x, triangle[2].y, triangle[2].z, triangle[1].x, triangle[1].y, triangle[1].z, triangle[3].x, triangle[3].y, triangle[3].z,
self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
end
for i = 1, #self.polygon do
local thickness = vec(0, 0, self.thickness / 2)
local a = self.polygon[i] + thickness
local b = self.polygon[i] - thickness
local c = (self.polygon[i + 1] or self.polygon[1]) + thickness
local d = (self.polygon[i + 1] or self.polygon[1]) - thickness
DrawLine(a.x, a.y, a.z, b.x, b.y, b.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
DrawLine(a.x, a.y, a.z, c.x, c.y, c.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
DrawLine(b.x, b.y, b.z, d.x, d.y, d.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
DrawPoly(a.x, a.y, a.z, b.x, b.y, b.z, c.x, c.y, c.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
DrawPoly(c.x, c.y, c.z, b.x, b.y, b.z, a.x, a.y, a.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
DrawPoly(b.x, b.y, b.z, c.x, c.y, c.z, d.x, d.y, d.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
DrawPoly(d.x, d.y, d.z, c.x, c.y, c.z, b.x, b.y, b.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
end
end
local function debugSphere(self)
DrawMarker(28, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, self.radius, self.radius, self.radius, self.debugColour.r,
---@diagnostic disable-next-line: param-type-mismatch
self.debugColour.g, self.debugColour.b, self.debugColour.a, false, false, 0, false, false, false, false)
end
local function contains(self, coords)
return glm_polygon_contains(self.polygon, coords, self.thickness / 4)
end
local function insideSphere(self, coords)
return #(self.coords - coords) < self.radius
end
local function convertToVector(coords)
local _type = type(coords)
if _type ~= 'vector3' then
if _type == 'table' or _type == 'vector4' then
return vec3(coords[1] or coords.x, coords[2] or coords.y, coords[3] or coords.z)
end
error(("expected type 'vector3' or 'table' (received %s)"):format(_type))
end
return coords
end
local function setDebug(self, bool, colour)
if not bool and insideZones[self.id] then
insideZones[self.id] = nil
end
self.debugColour = bool and
{
r = glm.tointeger(colour?.r or self.debugColour?.r or 255),
g = glm.tointeger(colour?.g or self.debugColour?.g or 42),
b = glm.tointeger(colour?.b or
self.debugColour?.b or 24),
a = glm.tointeger(colour?.a or self.debugColour?.a or 100)
} or nil
if not bool and self.debug then
self.triangles = nil
self.debug = nil
return
end
if bool and self.debug and self.debug ~= true then return end
self.triangles = self.__type == 'poly' and getTriangles(self.polygon) or
self.__type == 'box' and { mat(self.polygon[1], self.polygon[2], self.polygon[3]), mat(self.polygon[1], self.polygon[3], self.polygon[4]) } or nil
self.debug = self.__type == 'sphere' and debugSphere or debugPoly or nil
end
lib.zones = {
---@return CZone
poly = function(data)
data.id = #Zones + 1
data.thickness = data.thickness or 4
local pointN = #data.points
local points = table.create(pointN, 0)
for i = 1, pointN do
points[i] = convertToVector(data.points[i])
end
data.polygon = glm.polygon.new(points)
if not data.polygon:isPlanar() then
local zCoords = {}
for i = 1, pointN do
local zCoord = points[i].z
if zCoords[zCoord] then
zCoords[zCoord] += 1
else
zCoords[zCoord] = 1
end
end
local coordsArray = {}
for coord, count in pairs(zCoords) do
coordsArray[#coordsArray + 1] = {
coord = coord,
count = count
}
end
table.sort(coordsArray, function(a, b)
return a.count > b.count
end)
local zCoord = coordsArray[1].coord
local averageTo
for i = 1, #coordsArray do
if coordsArray[i].count < coordsArray[1].count then
averageTo = i - 1
break
end
end
if averageTo > 1 then
for i = 2, averageTo do
zCoord += coordsArray[i].coord
end
zCoord /= averageTo
end
for i = 1, pointN do
points[i] = vec3(data.points[i].xy, zCoord)
end
data.polygon = glm.polygon.new(points)
end
data.coords = data.polygon:centroid()
data.__type = 'poly'
data.remove = removeZone
data.contains = contains
data.setDebug = setDebug
if data.debug then
data.debug = nil
data:setDebug(true, data.debugColour)
end
Zones[data.id] = data
return data
end,
---@return CZone
box = function(data)
data.id = #Zones + 1
data.coords = convertToVector(data.coords)
data.size = data.size and convertToVector(data.size) / 2 or vec3(2)
data.thickness = data.size.z * 2 or 4
data.rotation = quat(data.rotation or 0, vec3(0, 0, 1))
data.polygon = (data.rotation * glm.polygon.new({
vec3(data.size.x, data.size.y, 0),
vec3(-data.size.x, data.size.y, 0),
vec3(-data.size.x, -data.size.y, 0),
vec3(data.size.x, -data.size.y, 0),
}) + data.coords)
data.__type = 'box'
data.remove = removeZone
data.contains = contains
data.setDebug = setDebug
if data.debug then
data.debug = nil
data:setDebug(true, data.debugColour)
end
Zones[data.id] = data
return data
end,
---@return CZone
sphere = function(data)
data.id = #Zones + 1
data.coords = convertToVector(data.coords)
data.radius = (data.radius or 2) + 0.0
data.__type = 'sphere'
data.remove = removeZone
data.contains = insideSphere
data.setDebug = setDebug
if data.debug then
data:setDebug(true, data.debugColour)
end
Zones[data.id] = data
return data
end,
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getAllZones = function() return Zones end,
getCurrentZones = function() return insideZones end,
}
return lib.zones