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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPMODELRENDERER
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#define INCLUDED_ICMPMODELRENDERER
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#include "simulation2/system/Interface.h"
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#include <vector>
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class CUnit;
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class CBoundingSphere;
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class CVector3D;
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class ICmpUnitRenderer : public IComponent
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{
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public:
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/**
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* External identifiers for models.
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* (This is a struct rather than a raw u32 for type-safety.)
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*/
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struct tag_t
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{
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tag_t() : n(0) {}
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explicit tag_t(u32 n) : n(n) {}
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bool valid() const { return n != 0; }
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u32 n;
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};
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enum
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{
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ACTOR_ONLY = 1 << 0,
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VISIBLE_IN_ATLAS_ONLY = 1 << 1,
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};
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virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0;
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virtual void RemoveUnit(tag_t tag) = 0;
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virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0;
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virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0;
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/**
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* Return a list of visual entities along with their center point.
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* Visual means they have an associated actor and a visual component,
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* but they could still be hiden in the fog of war for a specific player,
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* for example.
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* NOTE: It's generally faster to do a lot of ray intersection tests than
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* querying a lot of entities for component interfaces and doing these types
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* of tests first.
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*/
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virtual void PickAllEntitiesAtPoint(std::vector<std::pair<CEntityHandle, CVector3D> >& outEntities,
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const CVector3D& origin, const CVector3D& dir,
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bool allowEditorSelectables) const = 0;
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/**
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* Returns the frame offset from the last Interpolate message.
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*/
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virtual float GetFrameOffset() const = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitRenderer)
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};
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#endif // INCLUDED_ICMPMODELRENDERER
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