/* Copyright (C) 2020 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_ICMPMODELRENDERER #define INCLUDED_ICMPMODELRENDERER #include "simulation2/system/Interface.h" #include class CUnit; class CBoundingSphere; class CVector3D; class ICmpUnitRenderer : public IComponent { public: /** * External identifiers for models. * (This is a struct rather than a raw u32 for type-safety.) */ struct tag_t { tag_t() : n(0) {} explicit tag_t(u32 n) : n(n) {} bool valid() const { return n != 0; } u32 n; }; enum { ACTOR_ONLY = 1 << 0, VISIBLE_IN_ATLAS_ONLY = 1 << 1, }; virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0; virtual void RemoveUnit(tag_t tag) = 0; virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0; virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0; /** * Return a list of visual entities along with their center point. * Visual means they have an associated actor and a visual component, * but they could still be hiden in the fog of war for a specific player, * for example. * NOTE: It's generally faster to do a lot of ray intersection tests than * querying a lot of entities for component interfaces and doing these types * of tests first. */ virtual void PickAllEntitiesAtPoint(std::vector >& outEntities, const CVector3D& origin, const CVector3D& dir, bool allowEditorSelectables) const = 0; /** * Returns the frame offset from the last Interpolate message. */ virtual float GetFrameOffset() const = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; DECLARE_INTERFACE_TYPE(UnitRenderer) }; #endif // INCLUDED_ICMPMODELRENDERER