/* 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 . */ #ifndef INCLUDED_ICMPVISUAL #define INCLUDED_ICMPVISUAL #include "simulation2/system/Interface.h" #include "maths/Bound.h" #include "maths/Fixed.h" /** * The visual representation of an entity (typically an actor). */ class ICmpVisual : public IComponent { public: /** * Get the world-space bounding box of the object's visual representation. * (Not safe for use in simulation code.) */ virtual CBound GetBounds() = 0; /** * Get the world-space position of the base point of the object's visual representation. * (Not safe for use in simulation code.) */ virtual CVector3D GetPosition() = 0; /** * Return the short name of the actor that's being displayed, or the empty string on error. * (Not safe for use in simulation code.) */ virtual std::wstring GetActorShortName() = 0; /** * Return the filename of the actor to be used for projectiles from this unit, or the empty string if none. * (Not safe for use in simulation code.) */ virtual std::wstring GetProjectileActor() = 0; /** * Return the exact position where a projectile should be launched from (based on the actor's * ammo prop points). * Returns (0,0,0) if no point can be found. */ virtual CVector3D GetProjectileLaunchPoint() = 0; /** * Start playing the given animation. If there are multiple possible animations then it will * pick one at random (not network-synchronised). * If @p soundgroup is specified, then the sound will be played at each 'event' point in the * animation cycle. * @param name animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files) * @param once if true then the animation will play once and freeze at the final frame, else it will loop * @param speed animation speed multiplier (typically 1.0 for the default speed) * @param soundgroup VFS path of sound group .xml, relative to audio/, or empty string for none */ virtual void SelectAnimation(std::string name, bool once, float speed, std::wstring soundgroup) = 0; /** * Adjust the speed of the current animation, so it can match simulation events. * @param repeattime time for complete loop of animation, in msec */ virtual void SetAnimationSyncRepeat(float repeattime) = 0; /** * Adjust the offset of the current animation, so it can match simulation events. * @param actiontime time between now and when the 'action' event should occur, in msec */ virtual void SetAnimationSyncOffset(float actiontime) = 0; /** * Set the shading colour that will be modulated with the model's textures. * Default shading is (1, 1, 1, 1). * Alpha should probably be 1 else it's unlikely to work properly. * @param r red component, expected range [0, 1] * @param g green component, expected range [0, 1] * @param b blue component, expected range [0, 1] * @param a alpha component, expected range [0, 1] */ virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a) = 0; /** * Called when an actor file has been modified and reloaded dynamically. * If this component uses the named actor file, it should regenerate its actor * to pick up the new definitions. */ virtual void Hotload(const std::wstring& name) = 0; DECLARE_INTERFACE_TYPE(Visual) }; // TODO: rename this to VisualActor, because the interface is actor-specific, maybe? #endif // INCLUDED_ICMPVISUAL