/* 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 . */ #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