/* Copyright (C) 2014 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"
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() { 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) = 0;
/**
* Returns the frame offset from the last Interpolate message.
*/
virtual float GetFrameOffset() = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
DECLARE_INTERFACE_TYPE(UnitRenderer)
};
#endif // INCLUDED_ICMPMODELRENDERER