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https://github.com/CommunityOx/ox_lib.git
synced 2026-08-17 06:56:03 +01:00
refactor(zones): move to shared module
This commit is contained in:
420
imports/zones/shared.lua
Normal file
420
imports/zones/shared.lua
Normal file
@@ -0,0 +1,420 @@
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local glm = require 'glm'
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---@class CZone
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---@field id number
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---@field coords vector3
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---@field distance number
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---@field __type 'poly' | 'sphere' | 'box'
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---@field debugColour vector4?
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---@field setDebug fun(self: CZone, enable?: boolean, colour?: vector)
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---@field remove fun()
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---@field contains fun(self: CZone, coords?: vector3): boolean
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---@field onEnter fun(self: CZone)?
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---@field onExit fun(self: CZone)?
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---@field inside fun(self: CZone)?
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---@field [string] any
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---@type table<number, CZone>
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local Zones = {}
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_ENV.Zones = Zones
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local function nextFreePoint(points, b, len)
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for i = 1, len do
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local n = (i + b) % len
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n = n ~= 0 and n or len
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if points[n] then
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return n
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end
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end
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end
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local function unableToSplit(polygon)
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print('The following polygon is malformed and has failed to be split into triangles for debug')
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for k, v in pairs(polygon) do
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print(k, v)
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end
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end
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local function getTriangles(polygon)
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local triangles = {}
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if polygon:isConvex() then
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for i = 2, #polygon - 1 do
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triangles[#triangles + 1] = mat(polygon[1], polygon[i], polygon[i + 1])
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end
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return triangles
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end
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if not polygon:isSimple() then
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unableToSplit(polygon)
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return triangles
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end
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local points = {}
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local polygonN = #polygon
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for i = 1, polygonN do
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points[i] = polygon[i]
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end
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local a, b, c = 1, 2, 3
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local zValue = polygon[1].z
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local count = 0
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while polygonN - #triangles > 2 do
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local a2d = polygon[a].xy
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local c2d = polygon[c].xy
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if polygon:containsSegment(vec3(glm.segment2d.getPoint(a2d, c2d, 0.01), zValue), vec3(glm.segment2d.getPoint(a2d, c2d, 0.99), zValue)) then
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triangles[#triangles + 1] = mat(polygon[a], polygon[b], polygon[c])
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points[b] = false
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b = c
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c = nextFreePoint(points, b, polygonN)
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else
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a = b
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b = c
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c = nextFreePoint(points, b, polygonN)
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end
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count += 1
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if count > polygonN and #triangles == 0 then
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unableToSplit(polygon)
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return triangles
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end
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Wait(0)
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end
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return triangles
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end
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local insideZones = lib.context == 'client' and {} --[[@as table<number, CZone>]]
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local exitingZones = lib.context == 'client' and lib.array:new() --[[@as Array<CZone>]]
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local enteringZones = lib.context == 'client' and lib.array:new() --[[@as Array<CZone>]]
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local glm_polygon_contains = glm.polygon.contains
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local tick
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local function removeZone(zone)
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Zones[zone.id] = nil
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if lib.context == 'server' then return end
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insideZones[zone.id] = nil
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table.remove(exitingZones, exitingZones:indexOf(zone))
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table.remove(enteringZones, enteringZones:indexOf(zone))
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end
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CreateThread(function()
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if lib.context == 'server' then return end
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while true do
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local coords = GetEntityCoords(cache.ped)
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cache.coords = coords
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for _, zone in pairs(Zones) do
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zone.distance = #(zone.coords - coords)
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local radius, contains = zone.radius, nil
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if radius then
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contains = zone.distance < radius
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else
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contains = glm_polygon_contains(zone.polygon, coords, zone.thickness / 4)
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end
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if contains then
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if not zone.insideZone then
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zone.insideZone = true
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if zone.onEnter then
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enteringZones:push(zone)
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end
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if zone.inside or zone.debug then
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insideZones[zone.id] = zone
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end
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end
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else
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if zone.insideZone then
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zone.insideZone = false
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insideZones[zone.id] = nil
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if zone.onExit then
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exitingZones:push(zone)
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end
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end
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if zone.debug then
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insideZones[zone.id] = zone
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end
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end
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end
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local exitingSize = #exitingZones
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local enteringSize = #enteringZones
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if exitingSize > 0 then
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table.sort(exitingZones, function(a, b)
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return a.distance > b.distance
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end)
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for i = exitingSize, 1, -1 do
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exitingZones[i]:onExit()
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end
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table.wipe(exitingZones)
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end
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if enteringSize > 0 then
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table.sort(enteringZones, function(a, b)
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return a.distance < b.distance
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end)
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for i = 1, enteringSize do
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enteringZones[i]:onEnter()
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end
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table.wipe(enteringZones)
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end
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if not tick then
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if next(insideZones) then
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tick = SetInterval(function()
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for _, zone in pairs(insideZones) do
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if zone.debug then
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zone:debug()
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if zone.inside and zone.insideZone then
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zone:inside()
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end
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else
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zone:inside()
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end
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end
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end)
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end
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elseif not next(insideZones) then
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tick = ClearInterval(tick)
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end
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Wait(300)
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end
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end)
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local DrawLine = DrawLine
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local DrawPoly = DrawPoly
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local function debugPoly(self)
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for i = 1, #self.triangles do
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local triangle = self.triangles[i]
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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,
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self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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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,
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self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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end
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for i = 1, #self.polygon do
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local thickness = vec(0, 0, self.thickness / 2)
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local a = self.polygon[i] + thickness
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local b = self.polygon[i] - thickness
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local c = (self.polygon[i + 1] or self.polygon[1]) + thickness
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local d = (self.polygon[i + 1] or self.polygon[1]) - thickness
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DrawLine(a.x, a.y, a.z, b.x, b.y, b.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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DrawLine(a.x, a.y, a.z, c.x, c.y, c.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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DrawLine(b.x, b.y, b.z, d.x, d.y, d.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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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)
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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)
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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)
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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)
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end
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end
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local function debugSphere(self)
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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,
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---@diagnostic disable-next-line: param-type-mismatch
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self.debugColour.g, self.debugColour.b, self.debugColour.a, false, false, 0, false, false, false, false)
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end
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local function contains(self, coords)
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return glm_polygon_contains(self.polygon, coords, self.thickness / 4)
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end
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local function insideSphere(self, coords)
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return #(self.coords - coords) < self.radius
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end
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local function convertToVector(coords)
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local _type = type(coords)
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if _type ~= 'vector3' then
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if _type == 'table' or _type == 'vector4' then
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return vec3(coords[1] or coords.x, coords[2] or coords.y, coords[3] or coords.z)
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end
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error(("expected type 'vector3' or 'table' (received %s)"):format(_type))
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end
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return coords
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end
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local function setDebug(self, bool, colour)
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if not bool and insideZones[self.id] then
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insideZones[self.id] = nil
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end
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self.debugColour = bool and
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{
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r = glm.tointeger(colour?.r or self.debugColour?.r or 255),
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g = glm.tointeger(colour?.g or self.debugColour?.g or 42),
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b = glm.tointeger(colour?.b or
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self.debugColour?.b or 24),
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a = glm.tointeger(colour?.a or self.debugColour?.a or 100)
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} or nil
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if not bool and self.debug then
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self.triangles = nil
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self.debug = nil
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return
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end
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if bool and self.debug and self.debug ~= true then return end
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self.triangles = self.__type == 'poly' and getTriangles(self.polygon) or
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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
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self.debug = self.__type == 'sphere' and debugSphere or debugPoly or nil
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end
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---@param data CZone
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---@return CZone
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local function setZone(data)
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data.remove = removeZone
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data.contains = data.contains or contains
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if lib.context == 'client' then
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data.setDebug = setDebug
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if data.debug then
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data.debug = nil
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data:setDebug(true, data.debugColour)
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end
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else
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data.debug = nil
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end
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Zones[data.id] = data
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return data
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end
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lib.zones = {}
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function lib.zones.poly(data)
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data.id = #Zones + 1
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data.thickness = data.thickness or 4
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local pointN = #data.points
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local points = table.create(pointN, 0)
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for i = 1, pointN do
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points[i] = convertToVector(data.points[i])
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end
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data.polygon = glm.polygon.new(points)
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if not data.polygon:isPlanar() then
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local zCoords = {}
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for i = 1, pointN do
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local zCoord = points[i].z
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if zCoords[zCoord] then
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zCoords[zCoord] += 1
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else
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zCoords[zCoord] = 1
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end
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end
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local coordsArray = {}
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for coord, count in pairs(zCoords) do
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coordsArray[#coordsArray + 1] = {
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coord = coord,
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count = count
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}
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end
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table.sort(coordsArray, function(a, b)
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return a.count > b.count
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end)
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local zCoord = coordsArray[1].coord
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local averageTo = 1
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for i = 1, #coordsArray do
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if coordsArray[i].count < coordsArray[1].count then
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averageTo = i - 1
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break
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end
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end
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if averageTo > 1 then
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for i = 2, averageTo do
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zCoord += coordsArray[i].coord
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end
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zCoord /= averageTo
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end
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for i = 1, pointN do
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points[i] = vec3(data.points[i].xy, zCoord)
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end
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data.polygon = glm.polygon.new(points)
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end
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data.coords = data.polygon:centroid()
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data.__type = 'poly'
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return setZone(data)
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end
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function lib.zones.box(data)
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data.id = #Zones + 1
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data.coords = convertToVector(data.coords)
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data.size = data.size and convertToVector(data.size) / 2 or vec3(2)
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data.thickness = data.size.z * 2 or 4
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data.rotation = quat(data.rotation or 0, vec3(0, 0, 1))
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data.__type = 'box'
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data.polygon = (data.rotation * glm.polygon.new({
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vec3(data.size.x, data.size.y, 0),
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vec3(-data.size.x, data.size.y, 0),
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vec3(-data.size.x, -data.size.y, 0),
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vec3(data.size.x, -data.size.y, 0),
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}) + data.coords)
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return setZone(data)
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end
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function lib.zones.sphere(data)
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data.id = #Zones + 1
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data.coords = convertToVector(data.coords)
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data.radius = (data.radius or 2) + 0.0
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data.__type = 'sphere'
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data.contains = insideSphere
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return setZone(data)
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end
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function lib.zones.getAllZones() return Zones end
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function lib.zones.getCurrentZones() return insideZones end
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return lib.zones
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