0ad/source/simulation2/components/ICmpFootprint.h

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/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPFOOTPRINT
#define INCLUDED_ICMPFOOTPRINT
#include "simulation2/system/Interface.h"
#include "simulation2/system/Position.h"
/**
* Footprints - an approximation of the entity's shape, used for collision detection and for
* rendering selection outlines.
* A footprint is either a circle (of some radius) or square (of some width and depth (actually
* it's a rectangle)), horizontally aligned, extruded to a given height.
*/
class ICmpFootprint : public IComponent
{
public:
enum EShape
{
CIRCLE,
SQUARE
};
virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height) = 0;
DECLARE_INTERFACE_TYPE(Footprint)
};
#endif // INCLUDED_ICMPFOOTPRINT