/* 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_ICMPTERRAIN #define INCLUDED_ICMPTERRAIN #include "simulation2/system/Interface.h" #include "simulation2/helpers/Position.h" #include "maths/FixedVector3D.h" class ICmpTerrain : public IComponent { public: virtual CFixedVector3D CalcNormal(entity_pos_t x, entity_pos_t z) = 0; virtual entity_pos_t GetGroundLevel(entity_pos_t x, entity_pos_t z) = 0; virtual float GetExactGroundLevel(float x, float z) = 0; /** * Call when the underlying CTerrain has been modified behind our backs. * (TODO: eventually we should manage the CTerrain in this class so nobody * can modify it behind our backs). */ virtual void ReloadTerrain() = 0; /** * Indicate that the terrain within the given region (inclusive lower bound, * exclusive upper bound) has been changed. CMessageTerrainChanged will be * sent to any components that care about terrain changes. */ virtual void MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) = 0; DECLARE_INTERFACE_TYPE(Terrain) }; #endif // INCLUDED_ICMPTERRAIN