0ad/source/simulation2/components/ICmpFootprint.h

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/* Copyright (C) 2017 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) const = 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() const;
/**
* 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) const = 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) const = 0;
DECLARE_INTERFACE_TYPE(Footprint)
};
#endif // INCLUDED_ICMPFOOTPRINT