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0ad/source/graphics/ModelAbstract.h

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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MODELABSTRACT
#define INCLUDED_MODELABSTRACT
#include "graphics/Color.h"
#include "graphics/RenderableObject.h"
#include "maths/BoundingBoxOriented.h"
#include "simulation2/helpers/Player.h"
class CModelDummy;
class CModel;
class CModelDecal;
class CModelParticleEmitter;
/**
* Abstract base class for graphical objects that are used by units,
* or as props attached to other CModelAbstract objects.
* This includes meshes, terrain decals, and sprites.
* These objects exist in a tree hierarchy.
*/
class CModelAbstract : public CRenderableObject
{
NONCOPYABLE(CModelAbstract);
public:
/**
* Describes a custom selection shape to be used for a model's selection box instead of the default
* recursive bounding boxes.
*/
struct CustomSelectionShape
{
enum EType {
/// The selection shape is determined by an oriented box of custom, user-specified size.
BOX,
/// The selection shape is determined by a cylinder of custom, user-specified size.
CYLINDER
};
EType m_Type; ///< Type of shape.
float m_Size0; ///< Box width if @ref BOX, or radius if @ref CYLINDER
float m_Size1; ///< Box depth if @ref BOX, or radius if @ref CYLINDER
float m_Height; ///< Box height if @ref BOX, cylinder height if @ref CYLINDER
};
public:
CModelAbstract()
: m_Parent(NULL), m_PositionValid(false), m_ShadingColor(1, 1, 1, 1), m_PlayerID(INVALID_PLAYER),
m_SelectionBoxValid(false), m_CustomSelectionShape(NULL)
{ }
~CModelAbstract()
{
delete m_CustomSelectionShape; // allocated and set externally by CCmpVisualActor, but our responsibility to clean up
}
virtual CModelAbstract* Clone() const = 0;
/// Dynamic cast
virtual CModelDummy* ToCModelDummy() { return nullptr; }
/// Dynamic cast
virtual CModel* ToCModel() { return nullptr; }
/// Dynamic cast
virtual CModelDecal* ToCModelDecal() { return nullptr; }
/// Dynamic cast
virtual CModelParticleEmitter* ToCModelParticleEmitter() { return nullptr; }
// (This dynamic casting is a bit ugly, but we won't have many subclasses
// and this seems the easiest way to integrate with other code that wants
// type-specific processing)
/// Returns world space bounds of this object and all child objects.
virtual const CBoundingBoxAligned GetWorldBoundsRec() { return GetWorldBounds(); } // default implementation
/**
* Returns the world-space selection box of this model. Used primarily for hittesting against against a selection ray. The
* returned selection box may be empty to indicate that it does not wish to participate in the selection process.
*/
virtual const CBoundingBoxOriented& GetSelectionBox();
virtual void InvalidateBounds()
{
m_BoundsValid = false;
// a call to this method usually means that the model's transform has changed, i.e. it has moved or rotated, so we'll also
// want to update the selection box accordingly regardless of the shape it is built from.
m_SelectionBoxValid = false;
}
/// Sets a custom selection shape as described by a @p descriptor. Argument may be NULL
/// if you wish to keep the default behaviour of using the recursively-calculated bounding boxes.
void SetCustomSelectionShape(CustomSelectionShape* descriptor)
{
if (m_CustomSelectionShape != descriptor)
{
m_CustomSelectionShape = descriptor;
m_SelectionBoxValid = false; // update the selection box when it is next requested
}
}
/**
* Returns the (object-space) bounds that should be used to construct a selection box for this model and its children.
* May return an empty bound to indicate that this model and its children should not be selectable themselves, or should
* not be included in its parent model's selection box. This method is used for constructing the default selection boxes,
* as opposed to any boxes of custom shape specified by @ref m_CustomSelectionShape.
*
* If you wish your model type to be included in selection boxes, override this method and have it return the object-space
* bounds of itself, augmented recursively (via this method) with the object-space selection bounds of its children.
*/
virtual const CBoundingBoxAligned GetObjectSelectionBoundsRec() { return CBoundingBoxAligned::EMPTY; }
/**
* Called when terrain has changed in the given inclusive bounds.
* Might call SetDirty if the change affects this model.
*/
virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) = 0;
/**
* Called when the entity tries to set some variable to affect the display of this model
* and/or its child objects.
*/
virtual void SetEntityVariable(const std::string& UNUSED(name), float UNUSED(value)) { }
/**
* Ensure that both the transformation and the bone matrices are correct for this model and all its props.
*/
virtual void ValidatePosition() = 0;
/**
* Mark this model's position and bone matrices, and all props' positions as invalid.
*/
virtual void InvalidatePosition() = 0;
virtual void SetPlayerID(player_id_t id) { m_PlayerID = id; }
// get the model's player ID; initial default is INVALID_PLAYER
virtual player_id_t GetPlayerID() const { return m_PlayerID; }
virtual void SetShadingColor(const CColor& color) { m_ShadingColor = color; }
virtual const CColor& GetShadingColor() const { return m_ShadingColor; }
protected:
void CalcSelectionBox();
public:
/// If non-null, points to the model that we are attached to.
CModelAbstract* m_Parent;
/// True if both transform and and bone matrices are valid.
bool m_PositionValid;
player_id_t m_PlayerID;
/// Modulating color
CColor m_ShadingColor;
protected:
/// Selection box for this model.
CBoundingBoxOriented m_SelectionBox;
/// Is the current selection box valid?
bool m_SelectionBoxValid;
/// Pointer to a descriptor for a custom-defined selection box shape. If no custom selection box is required, this is NULL
/// and the standard recursive-bounding-box-based selection box is used. Otherwise, a custom selection box described by this
/// field will be used.
/// @see SetCustomSelectionShape
CustomSelectionShape* m_CustomSelectionShape;
};
#endif // INCLUDED_MODELABSTRACT