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source/graphics/ModelAbstract.h
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source/graphics/ModelAbstract.h
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/* Copyright (C) 2011 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_MODELABSTRACT
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#define INCLUDED_MODELABSTRACT
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#include "graphics/RenderableObject.h"
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#include "ps/Overlay.h"
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class CModel;
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class CModelDecal;
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/**
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* Abstract base class for graphical objects that are used by units,
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* or as props attached to other CModelAbstract objects.
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* This includes meshes, terrain decals, and sprites.
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* These objects exist in a tree hierarchy.
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*/
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class CModelAbstract : public CRenderableObject
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{
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NONCOPYABLE(CModelAbstract);
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public:
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CModelAbstract() :
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m_Parent(NULL), m_PositionValid(false),
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m_ShadingColor(1, 1, 1, 1), m_PlayerID((size_t)-1)
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{
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}
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virtual CModelAbstract* Clone() const = 0;
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/// Dynamic cast
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virtual CModel* ToCModel() { return NULL; }
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/// Dynamic cast
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virtual CModelDecal* ToCModelDecal() { return NULL; }
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// (This dynamic casting is a bit ugly, but we won't have many subclasses
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// and this seems the easiest way to integrate with other code that wants
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// type-specific processing)
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/**
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* Calls SetDirty on this model and all child objects.
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*/
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virtual void SetDirtyRec(int dirtyflags) = 0;
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/**
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* Called when terrain has changed in the given inclusive bounds.
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* Might call SetDirty if the change affects this model.
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*/
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virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) = 0;
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/**
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* Ensure that both the transformation and the bone
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* matrices are correct for this model and all its props.
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*/
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virtual void ValidatePosition() = 0;
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/**
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* Mark this model's position and bone matrices,
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* and all props' positions as invalid.
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*/
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virtual void InvalidatePosition() = 0;
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virtual void SetPlayerID(size_t id) { m_PlayerID = id; }
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// get the model's player ID; initial default is (size_t)-1
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virtual size_t GetPlayerID() const { return m_PlayerID; }
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virtual void SetShadingColor(const CColor& colour) { m_ShadingColor = colour; }
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virtual CColor GetShadingColor() const { return m_ShadingColor; }
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/// If non-null points to the model that we are attached to.
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CModelAbstract* m_Parent;
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/// True if both transform and and bone matrices are valid.
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bool m_PositionValid;
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size_t m_PlayerID;
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// modulating color
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CColor m_ShadingColor;
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};
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#endif // INCLUDED_MODELABSTRACT
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