forked from 0ad/0ad
Ykkrosh
4fe991074f
Make CSimContext accessible to all component code, so they don't all have to save their own copies of it. This was SVN commit r7490.
71 lines
2.4 KiB
C++
71 lines
2.4 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_ICMPFOOTPRINT
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#define INCLUDED_ICMPFOOTPRINT
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Position.h"
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class CFixedVector3D;
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/**
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* Footprints - an approximation of the entity's shape, used for collision detection and for
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* rendering selection outlines.
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* A footprint is either a circle (of some radius) or square (of some width and depth (actually
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* it's a rectangle)), horizontally aligned, extruded to a given height.
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*/
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class ICmpFootprint : public IComponent
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{
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public:
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enum EShape
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{
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CIRCLE,
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SQUARE
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};
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/**
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* Return the shape of this footprint.
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* Shapes are horizontal circles or squares, extended vertically upwards to make cylinders or boxes.
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* @param[out] shape either CIRCLE or SQUARE
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* @param[out] size0 if CIRCLE then radius, else width (size in X axis)
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* @param[out] size1 if CIRCLE then radius, else depth (size in Z axis)
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* @param[out] height size in Y axis
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*/
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virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height) = 0;
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/**
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* GetShape wrapper for script calls.
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* Returns { "type": "circle", "radius": 5.0, "height": 1.0 }
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* or { "type": "square", "width": 5.0, "depth": 5.0, "height": 1.0 }
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*/
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CScriptVal GetShape_wrapper();
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/**
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* Pick a sensible position to place a newly-spawned entity near this footprint,
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* such that it won't be in an invalid (obstructed) location regardless of the spawned unit's
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* orientation.
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* @return the X and Z coordinates of the spawn point, with Y = 0; or the special value (-1, -1, -1) if there's no space
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*/
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virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned) = 0;
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DECLARE_INTERFACE_TYPE(Footprint)
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};
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#endif // INCLUDED_ICMPFOOTPRINT
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