vts
db864f10c3
Added command button to focus on rally point (implements #524) This was SVN commit r10704.
147 lines
5.4 KiB
C++
147 lines
5.4 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_ICMPVISUAL
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#define INCLUDED_ICMPVISUAL
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#include "simulation2/system/Interface.h"
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#include "ps/CStr.h"
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#include "maths/BoundingBoxOriented.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/Fixed.h"
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#include "lib/file/vfs/vfs_path.h"
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class CUnit;
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/**
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* The visual representation of an entity (typically an actor).
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*/
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class ICmpVisual : public IComponent
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{
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public:
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/**
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* Get the world-space bounding box of the object's visual representation.
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* (Not safe for use in simulation code.)
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*/
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virtual CBoundingBoxAligned GetBounds() = 0;
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/**
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* Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space
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* to prevent it from extending into the terrain. The primary difference with GetBounds is that this bounding box is not aligned
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* to the world axes, but arbitrarily rotated according to the model transform.
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*/
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virtual CBoundingBoxOriented GetSelectionBox() = 0;
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/**
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* Get the world-space position of the base point of the object's visual representation.
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* (Not safe for use in simulation code.)
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*/
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virtual CVector3D GetPosition() = 0;
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/**
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* Return the short name of the actor that's being displayed, or the empty string on error.
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* (Not safe for use in simulation code.)
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*/
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virtual std::wstring GetActorShortName() = 0;
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/**
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* Return the filename of the actor to be used for projectiles from this unit, or the empty string if none.
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* (Not safe for use in simulation code.)
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*/
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virtual std::wstring GetProjectileActor() = 0;
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/**
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* Return the exact position where a projectile should be launched from (based on the actor's
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* ammo prop points).
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* Returns (0,0,0) if no point can be found.
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*/
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virtual CVector3D GetProjectileLaunchPoint() = 0;
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/**
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* Returns the underlying unit of this visual actor. May return NULL to indicate that no unit exists (e.g. may happen if the
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* game is started without graphics rendering).
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* Originally intended for introspection purposes in Atlas; for other purposes, consider using a specialized getter first.
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*/
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virtual CUnit* GetUnit() = 0;
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/**
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* Start playing the given animation. If there are multiple possible animations then it will
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* pick one at random (not network-synchronised).
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* If @p soundgroup is specified, then the sound will be played at each 'event' point in the
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* animation cycle.
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* @param name animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files)
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* @param once if true then the animation will play once and freeze at the final frame, else it will loop
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* @param speed animation speed multiplier (typically 1.0 for the default speed)
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* @param soundgroup VFS path of sound group .xml, relative to audio/, or empty string for none
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*/
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virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup) = 0;
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/**
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* Sets the specified entity selection on the underlying unit.
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*/
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virtual void SetUnitEntitySelection(const CStr& selection) = 0;
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/**
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* Start playing the walk/run animations, scaled to the unit's movement speed.
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* @param runThreshold movement speed at which to switch to the run animation
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*/
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virtual void SelectMovementAnimation(fixed runThreshold) = 0;
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/**
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* Adjust the speed of the current animation, so it can match simulation events.
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* @param repeattime time for complete loop of animation, in msec
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*/
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virtual void SetAnimationSyncRepeat(fixed repeattime) = 0;
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/**
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* Adjust the offset of the current animation, so it can match simulation events.
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* @param actiontime time between now and when the 'action' event should occur, in msec
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*/
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virtual void SetAnimationSyncOffset(fixed actiontime) = 0;
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/**
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* Set the shading colour that will be modulated with the model's textures.
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* Default shading is (1, 1, 1, 1).
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* Alpha should probably be 1 else it's unlikely to work properly.
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* @param r red component, expected range [0, 1]
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* @param g green component, expected range [0, 1]
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* @param b blue component, expected range [0, 1]
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* @param a alpha component, expected range [0, 1]
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*/
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virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a) = 0;
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/**
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* Set an arbitrarily-named variable that the model may use to alter its appearance
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* (e.g. in particle emitter parameter computations).
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*/
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virtual void SetVariable(std::string name, float value) = 0;
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/**
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* Called when an actor file has been modified and reloaded dynamically.
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* If this component uses the named actor file, it should regenerate its actor
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* to pick up the new definitions.
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*/
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virtual void Hotload(const VfsPath& name) = 0;
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DECLARE_INTERFACE_TYPE(Visual)
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};
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// TODO: rename this to VisualActor, because the interface is actor-specific, maybe?
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#endif // INCLUDED_ICMPVISUAL
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