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/**
* @RDE_HEADER@
* Interface of AreaFire
* $Id$
* $HeadURL$
* $Author$
*/
#pragma once
#include "abstract_multi_point_map_object.h"
#include <Map/abstract_effect_simulation.h>
//----------------------------------------------------------------------------
namespace SituationMap
{
/**
* @brief The AreaFire class supports AreaFire with impacts.
*/
//class SITUATIONMAP_EXPORT
class AreaFire : public virtual AbstractMultiPointMapObject, public virtual AbstractEffectSimulation
{
using BaseClass = SituationMap::AbstractMultiPointMapObject;
public:
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Don't use "= default" because of bug in VS2015 JT 2016/11/7
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
AreaFire() : AbstractMultiPointMapObject(), AbstractEffectSimulation() {;} ///< Contructor
virtual ~AreaFire() = default; ///< Destructor
/*! \name Specific data - impacts */
//@{
virtual PositionCont scheduledImpacts() const = 0;
virtual PositionCont impacts() const = 0;
virtual PositionCont impactsAbsoluteHeight() const = 0;
/**
* @brief Set impacts of AreaFire.
* @param posCont Impacts to be set.
*/
virtual void setScheduledImpacts(const PositionCont &posCont, const QColor &explicitColor = QColor()) = 0;
virtual void setImpacts(const PositionCont &posCont) = 0;
virtual void setImpactsAbsoluteHeight(const PositionCont &posCont) = 0;
//@}
virtual PositionCont detonationsAbsolute() const = 0;
virtual PositionCont detonationsDraped() const = 0;
/**
* @brief Set detonation (3D) of AreaFire.
* @param detonationRadius radius to be used.
* @param detonationsPositions detonations to be set.
*/
virtual bool setDetonationsAbsolute(const PositionCont &detonationsPositions, int detonationRadius) = 0; // Absolute
virtual bool setDetonationsDraped(const PositionCont &detonationsPositions, int detonationRadius) = 0;
/*! \name Specific data - GunToTargetLine / GunToTargetTrajectory */
//@{
virtual void setGunToTargetLineSurface(const Point3D &start, const Point3D &end) = 0;
virtual void setGunToTargetTrajectory3D(const PositionCont &gunToTargetPath) = 0;
//@}
/*! \name Specific data - NonLethalArea */
//@{
virtual void setNonLethalArea(const PositionCont &nonLethalArea) = 0;
//@}
/*! \name Specific data - trajectory */
//@{
virtual PositionCont trajectory(int index) const = 0;
/**
* @brief Set trajectoryPath of AreaFire.
* @param index path index.
* @param trajectoryPath path to be set.
*/
virtual bool setTrajectory(int index, const PositionCont &trajectoryPath) = 0;
//@}
};
} // namespace SituationMap