Line data Source code
1 : /* Copyright (C) 2021 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_ICMPVISUAL
19 : #define INCLUDED_ICMPVISUAL
20 :
21 : #include "simulation2/system/Interface.h"
22 :
23 : #include "ps/CStr.h"
24 : #include "maths/BoundingBoxOriented.h"
25 : #include "maths/BoundingBoxAligned.h"
26 : #include "maths/Fixed.h"
27 : #include "maths/FixedVector3D.h"
28 : #include "lib/file/vfs/vfs_path.h"
29 :
30 : class CUnit;
31 :
32 : /**
33 : * The visual representation of an entity (typically an actor).
34 : */
35 0 : class ICmpVisual : public IComponent
36 : {
37 : public:
38 : /**
39 : * Get the world-space bounding box of the object's visual representation.
40 : * (Not safe for use in simulation code.)
41 : */
42 : virtual CBoundingBoxAligned GetBounds() const = 0;
43 :
44 : /**
45 : * Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space
46 : * to prevent it from extending into the terrain. The primary difference with GetBounds is that this bounding box is not aligned
47 : * to the world axes, but arbitrarily rotated according to the model transform.
48 : */
49 : virtual CBoundingBoxOriented GetSelectionBox() const = 0;
50 :
51 : /**
52 : * Get the world-space position of the base point of the object's visual representation.
53 : * (Not safe for use in simulation code.)
54 : */
55 : virtual CVector3D GetPosition() const = 0;
56 :
57 : /**
58 : * Return the filename of the actor to be used for projectiles from this unit, or the empty string if none.
59 : * (Not safe for use in simulation code.)
60 : */
61 : virtual std::wstring GetProjectileActor() const = 0;
62 :
63 : /**
64 : * Return the exact position where a projectile should be launched from (based on the actor's
65 : * ammo prop points).
66 : * Return type is CFixedVector3D because it is exposed to the JS interface.
67 : * Returns (0,0,0) if no point can be found.
68 : */
69 : virtual CFixedVector3D GetProjectileLaunchPoint() const = 0;
70 :
71 : /**
72 : * Returns the underlying unit of this visual actor. May return NULL to indicate that no unit exists (e.g. may happen if the
73 : * game is started without graphics rendering).
74 : * Originally intended for introspection purposes in Atlas; for other purposes, consider using a specialized getter first.
75 : */
76 : virtual CUnit* GetUnit() = 0;
77 :
78 : /**
79 : * Set the variant selection of the actor for a certain key.
80 : * This overrides a previous selection on that key, so every component
81 : * should use unique keys.
82 : */
83 : virtual void SetVariant(const CStr& key, const CStr& selection) = 0;
84 :
85 : /**
86 : * Returns the name of the currently played animation.
87 : */
88 : virtual std::string GetAnimationName() const = 0;
89 :
90 : /**
91 : * Start playing the given animation. If there are multiple possible animations then it will
92 : * pick one at random (not network-synchronised).
93 : * @param name animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files)
94 : * @param once if true then the animation will play once and freeze at the final frame, else it will loop
95 : * @param speed animation speed multiplier (typically 1.0 for the default speed)
96 : */
97 : virtual void SelectAnimation(const std::string& name, bool once, fixed speed) = 0;
98 :
99 : /**
100 : * Start playing the given movement animation unless we are currently playing a non-movement animation.
101 : * This is necessary so UnitMotion can set the movement animations without overwriting specific animations
102 : * that might have been set by other components.
103 : * TODO: Non-movement animations should probably be made into variants, defining "idle" (really "default"), "walk" and "run" as appropriate,
104 : * and this would no longer be necessary.
105 : * @param name animation name (i.e. one of "idle", "walk", "run").
106 : * @param speed animation speed multiplier (typically 1.0 for the default speed)
107 : */
108 : virtual void SelectMovementAnimation(const std::string& name, fixed speed) = 0;
109 :
110 : /**
111 : * Adjust the speed of the current animation, so it can match simulation events.
112 : * @param repeattime time for complete loop of animation, in msec
113 : */
114 : virtual void SetAnimationSyncRepeat(fixed repeattime) = 0;
115 :
116 : /**
117 : * Adjust the offset of the current animation, so it can match simulation events.
118 : * @param actiontime time between now and when the 'action' event should occur, in msec
119 : */
120 : virtual void SetAnimationSyncOffset(fixed actiontime) = 0;
121 :
122 : /**
123 : * Set the shading color that will be modulated with the model's textures.
124 : * Default shading is (1, 1, 1, 1).
125 : * Alpha should probably be 1 else it's unlikely to work properly.
126 : * @param r red component, expected range [0, 1]
127 : * @param g green component, expected range [0, 1]
128 : * @param b blue component, expected range [0, 1]
129 : * @param a alpha component, expected range [0, 1]
130 : */
131 : virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a) = 0;
132 :
133 : /**
134 : * Set an arbitrarily-named variable that the model may use to alter its appearance
135 : * (e.g. in particle emitter parameter computations).
136 : */
137 : virtual void SetVariable(const std::string& name, float value) = 0;
138 :
139 : /**
140 : * Get actor seed used for random variations
141 : */
142 : virtual u32 GetActorSeed() const = 0;
143 :
144 : /**
145 : * Set actor seed for random variations and reload model
146 : */
147 : virtual void SetActorSeed(u32 seed) = 0;
148 :
149 : /**
150 : * Recalculate the actor name, applying modifiers.
151 : */
152 : virtual void RecomputeActorName() = 0;
153 :
154 : /**
155 : * Returns true if this entity should have a construction preview
156 : */
157 : virtual bool HasConstructionPreview() const = 0;
158 :
159 : /**
160 : * Called when an actor file has been modified and reloaded dynamically.
161 : * If this component uses the named actor file, it should regenerate its actor
162 : * to pick up the new definitions.
163 : * If name is empty, this reloads all the time. This is used when global quality settings change.
164 : */
165 : virtual void Hotload(const VfsPath& name = L"") = 0;
166 :
167 116 : DECLARE_INTERFACE_TYPE(Visual)
168 : };
169 :
170 : // TODO: rename this to VisualActor, because the interface is actor-specific, maybe?
171 :
172 : #endif // INCLUDED_ICMPVISUAL
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