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/* Copyright (C) 2021 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_ICMPVISUAL
#define INCLUDED_ICMPVISUAL
#include "simulation2/system/Interface.h"
#include "ps/CStr.h"
#include "maths/BoundingBoxOriented.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "lib/file/vfs/vfs_path.h"
class CUnit;
/**
* The visual representation of an entity (typically an actor).
*/
class ICmpVisual : public IComponent
{
public:
/**
* Get the world-space bounding box of the object's visual representation.
* (Not safe for use in simulation code.)
*/
virtual CBoundingBoxAligned GetBounds() const = 0;
/**
* Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space
* to prevent it from extending into the terrain. The primary difference with GetBounds is that this bounding box is not aligned
* to the world axes, but arbitrarily rotated according to the model transform.
*/
virtual CBoundingBoxOriented GetSelectionBox() const = 0;
/**
* Get the world-space position of the base point of the object's visual representation.
* (Not safe for use in simulation code.)
*/
virtual CVector3D GetPosition() const = 0;
/**
* Return the filename of the actor to be used for projectiles from this unit, or the empty string if none.
* (Not safe for use in simulation code.)
*/
virtual std::wstring GetProjectileActor() const = 0;
/**
* Return the exact position where a projectile should be launched from (based on the actor's
* ammo prop points).
* Return type is CFixedVector3D because it is exposed to the JS interface.
* Returns (0,0,0) if no point can be found.
*/
virtual CFixedVector3D GetProjectileLaunchPoint() const = 0;
/**
* Returns the underlying unit of this visual actor. May return NULL to indicate that no unit exists (e.g. may happen if the
* game is started without graphics rendering).
* Originally intended for introspection purposes in Atlas; for other purposes, consider using a specialized getter first.
*/
virtual CUnit* GetUnit() = 0;
/**
* Set the variant selection of the actor for a certain key.
* This overrides a previous selection on that key, so every component
* should use unique keys.
*/
virtual void SetVariant(const CStr& key, const CStr& selection) = 0;
/**
* Returns the name of the currently played animation.
*/
virtual std::string GetAnimationName() const = 0;
/**
* Start playing the given animation. If there are multiple possible animations then it will
* pick one at random (not network-synchronised).
* @param name animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files)
* @param once if true then the animation will play once and freeze at the final frame, else it will loop
* @param speed animation speed multiplier (typically 1.0 for the default speed)
*/
virtual void SelectAnimation(const std::string& name, bool once, fixed speed) = 0;
/**
* Start playing the given movement animation unless we are currently playing a non-movement animation.
* This is necessary so UnitMotion can set the movement animations without overwriting specific animations
* that might have been set by other components.
* TODO: Non-movement animations should probably be made into variants, defining "idle" (really "default"), "walk" and "run" as appropriate,
* and this would no longer be necessary.
* @param name animation name (i.e. one of "idle", "walk", "run").
* @param speed animation speed multiplier (typically 1.0 for the default speed)
*/
virtual void SelectMovementAnimation(const std::string& name, fixed speed) = 0;
/**
* Adjust the speed of the current animation, so it can match simulation events.
* @param repeattime time for complete loop of animation, in msec
*/
virtual void SetAnimationSyncRepeat(fixed repeattime) = 0;
/**
* Adjust the offset of the current animation, so it can match simulation events.
* @param actiontime time between now and when the 'action' event should occur, in msec
*/
virtual void SetAnimationSyncOffset(fixed actiontime) = 0;
/**
* Set the shading color that will be modulated with the model's textures.
* Default shading is (1, 1, 1, 1).
* Alpha should probably be 1 else it's unlikely to work properly.
* @param r red component, expected range [0, 1]
* @param g green component, expected range [0, 1]
* @param b blue component, expected range [0, 1]
* @param a alpha component, expected range [0, 1]
*/
virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a) = 0;
/**
* Set an arbitrarily-named variable that the model may use to alter its appearance
* (e.g. in particle emitter parameter computations).
*/
virtual void SetVariable(const std::string& name, float value) = 0;
/**
* Get actor seed used for random variations
*/
virtual u32 GetActorSeed() const = 0;
/**
* Set actor seed for random variations and reload model
*/
virtual void SetActorSeed(u32 seed) = 0;
/**
* Recalculate the actor name, applying modifiers.
*/
virtual void RecomputeActorName() = 0;
/**
* Returns true if this entity should have a construction preview
*/
virtual bool HasConstructionPreview() const = 0;
/**
* Called when an actor file has been modified and reloaded dynamically.
* If this component uses the named actor file, it should regenerate its actor
* to pick up the new definitions.
* If name is empty, this reloads all the time. This is used when global quality settings change.
*/
virtual void Hotload(const VfsPath& name = L"") = 0;
DECLARE_INTERFACE_TYPE(Visual)
};
// TODO: rename this to VisualActor, because the interface is actor-specific, maybe?
#endif // INCLUDED_ICMPVISUAL
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