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include
vrfobjcore
fireMissionInformation.h
Go to the documentation of this file.
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/*******************************************************************************
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** Copyright (c) 2015 MAK Technologies, Inc.
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** All rights reserved.
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*******************************************************************************/
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#pragma once
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#include "
vrfobjcore/vrfObjectReference.h
"
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#include "
vrfutil/readerWriter.h
"
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#include "
vrfutil/rwVector.h
"
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#include "
vrfutil/rwInt.h
"
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#include "
vrfutil/rwList.h
"
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#include "
vrfutil/rwString.h
"
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#include "
vrfutil/rwReal.h
"
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#include "
vrfutil/rwTaitBryan.h
"
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#include <vl/hostStructs.h>
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#include "
vrfutil/rwTemplatedList.h
"
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#include <
vrfutil/rwUUID.h
>
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#include <map>
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class
DtReaderWriterRegistry
;
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#include "
vrfobjcore/vrfobjcoreDefines.h
"
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class
DT_DLL_vrfobjcore
DtFireMissionInformation
:
public
DtReaderWriter
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{
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public
:
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DtFireMissionInformation
();
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DtFireMissionInformation
(
const
DtString
& name,
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DtReaderWriterRegistry
*
const
parentRegistry = 0);
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DtFireMissionInformation
(
const
DtSymbolString
& name,
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DtReaderWriterRegistry
*
const
parentRegistry = 0);
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DtFireMissionInformation
(
const
DtString
& writeName,
const
DtFireMissionInformation
& orig,
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DtReaderWriterRegistry
*
const
parentRegistry = 0);
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virtual
~
DtFireMissionInformation
();
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DtFireMissionInformation
&
operator=
(
const
DtFireMissionInformation
& orig);
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const
DtRwVector
&
currentTargetLocation
()
const
{
return
myCurrentTargetLocation; };
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void
setCurrentTargetLocation
(
const
DtVector
& loc) { myCurrentTargetLocation=loc; };
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const
DtRwVrfObjectReference
&
target
()
const
{
return
myTarget; };
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void
setTarget
(
const
DtUUID
& name) { myTarget.setUUID(name); };
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const
DtRwString
&
ammoType
()
const
{
return
myAmmoType; };
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void
setAmmoType
(
const
DtString
& ammo) { myAmmoType = ammo; };
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const
DtRwInt
numberOfRounds
()
const
{
return
myNumberRounds; };
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void
setNumberOfRounds
(
const
int
num) { myNumberRounds = num; };
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virtual
void
setHeightAboveTerrain
(DtReal height) { myHeightAboveTerrain = height; };
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virtual
DtReal
heightAboveTerrain
() {
return
myHeightAboveTerrain; };
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virtual
void
setMuzzleSpeed
(DtReal v) { myMuzzleSpeed = v; myMuzzleSpeed.setValueSpecified(
true
);};
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virtual
DtRwReal
muzzleSpeed
() {
return
myMuzzleSpeed; };
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virtual
void
setMuzzleOrientation
(
const
DtRwTaitBryan
& o) { myMuzzleOrientation = o; myMuzzleOrientation.
setValueSpecified
(
true
);};
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virtual
DtRwTaitBryan
& muzzleOrientation() {
return
myMuzzleOrientation; };
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protected
:
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DtRwVrfObjectReference
myTarget;
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DtRwString
myAmmoType
;
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DtRwVector
myCurrentTargetLocation
;
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DtRwInt
myNumberRounds
;
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DtRwReal
myHeightAboveTerrain
;
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DtRwReal
myMuzzleSpeed
;
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DtRwTaitBryan
myMuzzleOrientation
;
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};
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typedef
DtRwTemplatedListPtr<DtFireMissionInformation,true>
DtFireMissionList
;
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typedef
std::map<DtString, DtFireMissionInformation>
DtMappedFireMissionList
;
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Document ID: Generated on Thu Apr 12 03:15:37 EDT 2018 from SVN revision 187986
Copyright © 2005-2018 VT MÄK. All Rights Reserved (
www.mak.com
)