Ykkrosh
4fe991074f
Make CSimContext accessible to all component code, so they don't all have to save their own copies of it. This was SVN commit r7490.
71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
/* Copyright (C) 2010 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_ICMPFOOTPRINT
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#define INCLUDED_ICMPFOOTPRINT
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Position.h"
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class CFixedVector3D;
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/**
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* Footprints - an approximation of the entity's shape, used for collision detection and for
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* rendering selection outlines.
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* A footprint is either a circle (of some radius) or square (of some width and depth (actually
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* it's a rectangle)), horizontally aligned, extruded to a given height.
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*/
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class ICmpFootprint : public IComponent
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{
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public:
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enum EShape
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{
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CIRCLE,
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SQUARE
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};
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/**
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* Return the shape of this footprint.
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* Shapes are horizontal circles or squares, extended vertically upwards to make cylinders or boxes.
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* @param[out] shape either CIRCLE or SQUARE
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* @param[out] size0 if CIRCLE then radius, else width (size in X axis)
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* @param[out] size1 if CIRCLE then radius, else depth (size in Z axis)
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* @param[out] height size in Y axis
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*/
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virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height) = 0;
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/**
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* GetShape wrapper for script calls.
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* Returns { "type": "circle", "radius": 5.0, "height": 1.0 }
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* or { "type": "square", "width": 5.0, "depth": 5.0, "height": 1.0 }
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*/
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CScriptVal GetShape_wrapper();
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/**
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* Pick a sensible position to place a newly-spawned entity near this footprint,
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* such that it won't be in an invalid (obstructed) location regardless of the spawned unit's
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* orientation.
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* @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
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*/
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virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned) = 0;
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DECLARE_INTERFACE_TYPE(Footprint)
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};
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#endif // INCLUDED_ICMPFOOTPRINT
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