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0ad/source/simulation2/components/ICmpUnitRenderer.h
T
phosit 6a0c8c1a5a Remove u32
It's better to use types from the standard library.
2026-09-21 18:11:31 +02:00

90 lines
2.6 KiB
C++

/* Copyright (C) 2026 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_ICMPMODELRENDERER
#define INCLUDED_ICMPMODELRENDERER
#include "simulation2/system/Component.h"
#include "simulation2/system/Interface.h"
#include <js/Value.h>
#include <utility>
#include <vector>
class CBoundingSphere;
class CEntityHandle;
class CUnit;
class CVector3D;
class ICmpUnitRenderer : public IComponent
{
public:
/**
* External identifiers for models.
* (This is a struct rather than a raw std::uint32_t for type-safety.)
*/
struct tag_t
{
tag_t() : n(0) {}
explicit tag_t(std::uint32_t n) : n(n) {}
bool valid() const { return n != 0; }
std::uint32_t 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<std::pair<CEntityHandle, CVector3D> >& 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