/* 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 . */ #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