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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpFootprint.h
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

78 lines
2.7 KiB
C++

/* Copyright (C) 2010 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_ICMPFOOTPRINT
#define INCLUDED_ICMPFOOTPRINT
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Position.h"
class CFixedVector3D;
/**
* Footprints - an approximation of the entity's shape, used for collision detection and for
* rendering selection outlines.
* A footprint is either a circle (of some radius) or square (of some width and depth (actually
* it's a rectangle)), horizontally aligned, extruded to a given height.
*/
class ICmpFootprint : public IComponent
{
public:
enum EShape
{
CIRCLE,
SQUARE
};
/**
* Return the shape of this footprint.
* Shapes are horizontal circles or squares, extended vertically upwards to make cylinders or boxes.
* @param[out] shape either CIRCLE or SQUARE
* @param[out] size0 if CIRCLE then radius, else width (size in X axis)
* @param[out] size1 if CIRCLE then radius, else depth (size in Z axis)
* @param[out] height size in Y axis
*/
virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height) = 0;
/**
* GetShape wrapper for script calls.
* Returns { "type": "circle", "radius": 5.0, "height": 1.0 }
* or { "type": "square", "width": 5.0, "depth": 5.0, "height": 1.0 }
*/
JS::Value GetShape_wrapper();
/**
* Pick a sensible position to place a newly-spawned entity near this footprint,
* such that it won't be in an invalid (obstructed) location regardless of the spawned unit's
* orientation.
* @return the X and Z coordinates of the spawn point, with Y = 0; or the special value (-1, -1, -1) if there's no space
*/
virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned) = 0;
/**
* Pick a sensible position to place a newly-spawned entity near this footprint,
* at the intersection between the footprint passability and the entity one.
* @return the X and Z coordinates of the spawn point, with Y = 0; or the special value (-1, -1, -1) if there's no space
*/
virtual CFixedVector3D PickSpawnPointBothPass(entity_id_t spawned) = 0;
DECLARE_INTERFACE_TYPE(Footprint)
};
#endif // INCLUDED_ICMPFOOTPRINT