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@flying-dice/tslua-dcs-mission-types

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Typescript type definitions for DCS

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import type { _coord } from "./exports/coord.export"; /** @noSelf **/ export interface l_coord extends _coord { /** * Returns multiple values of a given vec3 point in latitude, longitude, and altitude * * @see https://wiki.hoggitworld.com/view/DCS_func_LOtoLL */ LOtoLL(vec3: l_Vec3): LuaMultiReturn<[number, number, number]>; /** * Returns a point from latitude and longitude in the vec3 format. * * @see https://wiki.hoggitworld.com/view/DCS_func_LLtoLO * * @param lat * @param lon * @param alt */ LLtoLO(lat: number, lon: number, alt: number): { x: number; y: number; z: number; }; /** * Returns the MGRS point of a given latitude and longitude * * @see https://wiki.hoggitworld.com/view/DCS_func_LLtoMGRS * * @param lat * @param lon */ LLtoMGRS(lat: number, lon: number): l_MGRS; /** * Returns multiple values of a given MGRS point in latitude, longitude, and altitude * * @see https://wiki.hoggitworld.com/view/DCS_func_MGRStoLL * * @param mgrs */ MGRStoLL(mgrs: l_MGRS): LuaMultiReturn<[number, number, number]>; } /** * Represents an MGRS (Military Grid Reference System) point. * * - 4Q ......................GZD only, precision level 6° × 8° (in most cases) * - 4Q FJ ...................GZD and 100 km Grid Square ID, precision level 100 km * - 4Q FJ 1 6 ...............precision level 10 km * - 4Q FJ 12 67 .............precision level 1 km * - 4Q FJ 123 678 ...........precision level 100 m * - 4Q FJ 1234 6789 .........precision level 10 m * - 4Q FJ 12345 67890 .......precision level 1 m * * @see https://www.digitalcombatsimulator.com/en/support/faq/1256/ * @noSelf */ export interface l_MGRS { /** Easting value of the MGRS point. */ Easting: number; /** MGRS digraph (grid square identifier). */ MGRSDigraph: string; /** Northing value of the MGRS point. */ Northing: number; /** UTM zone of the MGRS point. */ UTMZone: string; } /** * DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain. * * Main axes: * * x is directed to the north * z is directed to the east * y is directed up * * Vec3 type is a 3D-vector. It is a table that has the following format: * * { * x: number, * y: number, * z: number * } * * @see https://www.digitalcombatsimulator.com/en/support/faq/1256/ * @noSelf */ export interface l_Vec3 { x: number; y: number; z: number; } /** * Vec2 is a 2D-vector for the ground plane as a reference plane. * * { * x: number, * y: number * } * * To get a Vec2 from a Vec3, use the following transformation: * l_Vec2.x = l_Vec3.x * l_Vec2.y = l_Vec3.z * * @see https://www.digitalcombatsimulator.com/en/support/faq/1256/ * @noSelf */ export interface l_Vec2 { x: number; y: number; } /** * Position is a composite structure. It consists of both coordinate vector and orientation matrix. * * Position3 (also known as "Pos3" for short) is a table that has the following format: * { * p: l_Vec3, * x: l_Vec3, * y: l_Vec3, * z: l_Vec3 * } * * @see https://www.digitalcombatsimulator.com/en/support/faq/1256/ * @noSelf */ export interface l_Position3 { p: l_Vec3; x: l_Vec3; y: l_Vec3; z: l_Vec3; }