0ad/source/simulation2/components/ICmpPosition.h
leper 4f6afbc0bf Fix non-PCH build.
This was SVN commit r15274.
2014-06-02 20:06:27 +00:00

239 lines
7.7 KiB
C++

/* Copyright (C) 2014 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_ICMPPOSITION
#define INCLUDED_ICMPPOSITION
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Position.h"
#include "maths/FixedVector3D.h"
#include "maths/FixedVector2D.h"
#include <set>
class CMatrix3D;
/**
* Represents an entity's position in the world (plus its orientation).
*
* Entity positions are determined by the following:
* - X, Z coordinates (giving left/right and front/back coordinates on the map)
* - Y offset (height; entities always snap to the ground, then are offset by this amount)
* - 'Floating' flag (snap to surface of water instead of going underneath)
* As far as the simulation code is concerned, movements are instantaneous.
* The only exception is GetInterpolatedTransform, used for rendering, which may
* interpolate between the previous and current positions.
* (The "Jump" methods circumvent the interpolation, and should be used whenever immediate
* movement is needed.)
*
* Orientations consist of the following:
* - Rotation around upwards 'Y' axis (the common form of rotation)
* - Terrain conformance mode, one of:
* - Upright (upwards axis is always the world Y axis, e.g. for humans)
* - Pitch (rotates backwards and forwards to match the terrain, e.g. for horses)
* - Pitch-Roll (rotates in all directions to match the terrain, e.g. for carts)
* - Roll (rotates sideways to match the terrain)
* NOTE: terrain conformance is currently only a local, visual effect; it doesn't change
* the network synchronized rotation or the data returned by GetRotation
* - Rotation around relative X (pitch), Z (roll) axes (rare; used for special effects)
* NOTE: if XZ rotation is non-zero, it will override the terrain conformance mode
*
* Entities can also be 'outside the world' (e.g. hidden inside a building), in which
* case they have no position. Callers <b>must</b> check the entity is in the world, before
* querying its position.
*/
class ICmpPosition : public IComponent
{
public:
/**
* Set this as a turret of an other entity
*/
virtual void SetTurretParent(entity_id_t parent, CFixedVector3D offset) = 0;
/**
* Get the turret parent of this entity
*/
virtual entity_id_t GetTurretParent() = 0;
/**
* Has to be called to update the simulation position of the turret
*/
virtual void UpdateTurretPosition() = 0;
/**
* Get the list of turrets to read or edit
*/
virtual std::set<entity_id_t>* GetTurrets() = 0;
/**
* Returns true if the entity currently exists at a defined position in the world.
*/
virtual bool IsInWorld() = 0;
/**
* Causes IsInWorld to return false. (Use MoveTo() or JumpTo() to move back into the world.)
*/
virtual void MoveOutOfWorld() = 0;
/**
* Move smoothly to the given location.
*/
virtual void MoveTo(entity_pos_t x, entity_pos_t z) = 0;
/**
* Combines MoveTo and TurnTo to avoid an uncessary "AdvertisePositionChange"
*/
virtual void MoveAndTurnTo(entity_pos_t x, entity_pos_t z, entity_angle_t ry) = 0;
/**
* Move immediately to the given location, with no interpolation.
*/
virtual void JumpTo(entity_pos_t x, entity_pos_t z) = 0;
/**
* Set the vertical offset above the terrain/water surface.
*/
virtual void SetHeightOffset(entity_pos_t dy) = 0;
/**
* Returns the current vertical offset above the terrain/water surface.
*/
virtual entity_pos_t GetHeightOffset() = 0;
/**
* Set the vertical position above the map zero point
*/
virtual void SetHeightFixed(entity_pos_t y) = 0;
/**
* Returns the vertical offset above the map zero point
*/
virtual entity_pos_t GetHeightFixed() = 0;
/**
* Returns true iff the entity will follow the terrain height (possibly with an offset)
*/
virtual bool IsHeightRelative() = 0;
/**
* When set to true, the entity will follow the terrain height (possibly with an offset)
* When set to false, it's height won't change automatically
*/
virtual void SetHeightRelative(bool flag) = 0;
/**
* Returns whether the entity floats on water.
*/
virtual bool IsFloating() = 0;
/**
* Set the entity to float on water
*/
virtual void SetFloating(bool flag) = 0;
/**
* Set the entity to float on water, in a non-network-synchronised visual-only way.
* (This is to support the 'floating' flag in actor XMLs.)
*/
virtual void SetActorFloating(bool flag) = 0;
/**
* Set construction progress of the model, this affects the rendered position of the model.
* 0.0 will be fully underground, 1.0 will be fully visible, 0.5 will be half underground.
*/
virtual void SetConstructionProgress(fixed progress) = 0;
/**
* Returns the current x,y,z position (no interpolation).
* Depends on the current terrain heightmap.
* Must not be called unless IsInWorld is true.
*/
virtual CFixedVector3D GetPosition() = 0;
/**
* Returns the current x,z position (no interpolation).
* Must not be called unless IsInWorld is true.
*/
virtual CFixedVector2D GetPosition2D() = 0;
/**
* Returns the previous turn's x,y,z position (no interpolation).
* Depends on the current terrain heightmap.
* Must not be called unless IsInWorld is true.
*/
virtual CFixedVector3D GetPreviousPosition() = 0;
/**
* Returns the previous turn's x,z position (no interpolation).
* Must not be called unless IsInWorld is true.
*/
virtual CFixedVector2D GetPreviousPosition2D() = 0;
/**
* Rotate smoothly to the given angle around the upwards axis.
* @param y clockwise radians from the +Z axis.
*/
virtual void TurnTo(entity_angle_t y) = 0;
/**
* Rotate immediately to the given angle around the upwards axis.
* @param y clockwise radians from the +Z axis.
*/
virtual void SetYRotation(entity_angle_t y) = 0;
/**
* Rotate immediately to the given angles around the X (pitch) and Z (roll) axes.
* @param x radians around the X axis. (TODO: in which direction?)
* @param z radians around the Z axis.
* @note if either x or z is non-zero, it will override terrain conformance mode
*/
virtual void SetXZRotation(entity_angle_t x, entity_angle_t z) = 0;
// NOTE: we separate Y from XZ because most code will only ever change Y;
// XZ are typically just used in the editor, and other code should never
// worry about them
/**
* Returns the current rotation (relative to the upwards axis), as Euler
* angles with X=pitch, Y=yaw, Z=roll. (TODO: is that the right way round?)
*/
virtual CFixedVector3D GetRotation() = 0;
/**
* Returns the distance that the unit will be interpolated over,
* i.e. the distance travelled since the start of the turn.
*/
virtual fixed GetDistanceTravelled() = 0;
/**
* Get the current interpolated 2D position and orientation, for rendering.
* Must not be called unless IsInWorld is true.
*/
virtual void GetInterpolatedPosition2D(float frameOffset, float& x, float& z, float& rotY) = 0;
/**
* Get the current interpolated transform matrix, for rendering.
* Must not be called unless IsInWorld is true.
*/
virtual CMatrix3D GetInterpolatedTransform(float frameOffset) = 0;
DECLARE_INTERFACE_TYPE(Position)
};
#endif // INCLUDED_ICMPPOSITION