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Pyrogenesis, a RTS Engine
ICmpVisual.h
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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
22
23#include "ps/CStr.h"
26#include "maths/Fixed.h"
27#include "maths/FixedVector3D.h"
29
30class CUnit;
31
32/**
33 * The visual representation of an entity (typically an actor).
34 */
35class ICmpVisual : public IComponent
36{
37public:
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 */
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 */
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
168};
169
170// TODO: rename this to VisualActor, because the interface is actor-specific, maybe?
171
172#endif // INCLUDED_ICMPVISUAL
#define DECLARE_INTERFACE_TYPE(iname)
Definition: Interface.h:23
Definition: BoundingBoxAligned.h:34
Definition: BoundingBoxOriented.h:31
Definition: FixedVector3D.h:25
A simple fixed-point number class.
Definition: Fixed.h:120
Definition: Unit.h:38
Definition: Vector3D.h:31
The visual representation of an entity (typically an actor).
Definition: ICmpVisual.h:36
virtual void SelectAnimation(const std::string &name, bool once, fixed speed)=0
Start playing the given animation.
virtual CVector3D GetPosition() const =0
Get the world-space position of the base point of the object's visual representation.
virtual void SetAnimationSyncOffset(fixed actiontime)=0
Adjust the offset of the current animation, so it can match simulation events.
virtual void SetAnimationSyncRepeat(fixed repeattime)=0
Adjust the speed of the current animation, so it can match simulation events.
virtual CBoundingBoxOriented GetSelectionBox() const =0
Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 p...
virtual void SetVariant(const CStr &key, const CStr &selection)=0
Set the variant selection of the actor for a certain key.
virtual CBoundingBoxAligned GetBounds() const =0
Get the world-space bounding box of the object's visual representation.
virtual CUnit * GetUnit()=0
Returns the underlying unit of this visual actor.
virtual u32 GetActorSeed() const =0
Get actor seed used for random variations.
virtual std::wstring GetProjectileActor() const =0
Return the filename of the actor to be used for projectiles from this unit, or the empty string if no...
virtual void Hotload(const VfsPath &name=L"")=0
Called when an actor file has been modified and reloaded dynamically.
virtual void SetVariable(const std::string &name, float value)=0
Set an arbitrarily-named variable that the model may use to alter its appearance (e....
virtual void SetActorSeed(u32 seed)=0
Set actor seed for random variations and reload model.
virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a)=0
Set the shading color that will be modulated with the model's textures.
virtual void SelectMovementAnimation(const std::string &name, fixed speed)=0
Start playing the given movement animation unless we are currently playing a non-movement animation.
virtual void RecomputeActorName()=0
Recalculate the actor name, applying modifiers.
virtual std::string GetAnimationName() const =0
Returns the name of the currently played animation.
virtual CFixedVector3D GetProjectileLaunchPoint() const =0
Return the exact position where a projectile should be launched from (based on the actor's ammo prop ...
virtual bool HasConstructionPreview() const =0
Returns true if this entity should have a construction preview.
Definition: IComponent.h:33
Definition: path.h:80
uint32_t u32
Definition: types.h:39
pthread_key_t key
Definition: wpthread.cpp:140