1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __SceneQuery_H__
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26 | #define __SceneQuery_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreAxisAlignedBox.h"
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30 | #include "OgreSphere.h"
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31 | #include "OgreRay.h"
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32 | #include "OgreRenderOperation.h"
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33 | #include "OgrePlaneBoundedVolume.h"
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34 |
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35 | namespace Ogre {
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36 |
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37 | // forward declaration
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38 | class SceneQueryListener;
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39 | /** A class for performing queries on a scene.
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40 | @remarks
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41 | This is an abstract class for performing a query on a scene, i.e. to retrieve
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42 | a list of objects and/or world geometry sections which are potentially intersecting a
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43 | given region. Note the use of the word 'potentially': the results of a scene query
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44 | are generated based on bounding volumes, and as such are not correct at a triangle
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45 | level; the user of the SceneQuery is expected to filter the results further if
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46 | greater accuracy is required.
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47 | @par
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48 | Different SceneManagers will implement these queries in different ways to
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49 | exploit their particular scene organisation, and thus will provide their own
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50 | concrete subclasses. In fact, these subclasses will be derived from subclasses
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51 | of this class rather than directly because there will be region-type classes
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52 | in between.
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53 | @par
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54 | These queries could have just been implemented as methods on the SceneManager,
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55 | however, they are wrapped up as objects to allow 'compilation' of queries
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56 | if deemed appropriate by the implementation; i.e. each concrete subclass may
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57 | precalculate information (such as fixed scene partitions involved in the query)
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58 | to speed up the repeated use of the query.
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59 | @par
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60 | You should never try to create a SceneQuery object yourself, they should be created
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61 | using the SceneManager interfaces for the type of query required, e.g.
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62 | SceneManager::createSphereSceneQuery.
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63 | */
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64 | class _OgreExport SceneQuery
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65 | {
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66 | public:
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67 | /** This type can be used by collaborating applications & SceneManagers to
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68 | agree on the type of world geometry to be returned from queries. Not all
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69 | these types will be supported by all SceneManagers; once the application
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70 | has decided which SceneManager specialisation to use, it is expected that
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71 | it will know which type of world geometry abstraction is available to it.
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72 | */
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73 | enum WorldFragmentType {
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74 | /// Return no world geometry hits at all
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75 | WFT_NONE,
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76 | /// Return pointers to convex plane-bounded regions
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77 | WFT_PLANE_BOUNDED_REGION,
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78 | /// Return a single intersection point (typically RaySceneQuery only)
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79 | WFT_SINGLE_INTERSECTION,
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80 | /// Custom geometry as defined by the SceneManager
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81 | WFT_CUSTOM_GEOMETRY,
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82 | /// General RenderOperation structure
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83 | WFT_RENDER_OPERATION
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84 | };
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85 |
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86 | /** Represents part of the world geometry that is a result of a SceneQuery.
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87 | @remarks
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88 | Since world geometry is normally vast and sprawling, we need a way of
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89 | retrieving parts of it based on a query. That is what this struct is for;
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90 | note there are potentially as many data structures for world geometry as there
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91 | are SceneManagers, however this structure includes a few common abstractions as
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92 | well as a more general format.
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93 | @par
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94 | The type of world fragment that is returned from a query depends on the
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95 | SceneManager, and the option set using SceneQuery::setWorldFragmentType.
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96 | You can see what fragment types are supported on the query in question by
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97 | calling SceneQuery::getSupportedWorldFragmentTypes().
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98 | */
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99 | struct WorldFragment {
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100 | /// The type of this world fragment
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101 | WorldFragmentType fragmentType;
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102 | /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION
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103 | Vector3 singleIntersection;
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104 | /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION
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105 | std::list<Plane>* planes;
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106 | /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY
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107 | void* geometry;
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108 | /// General render operation structure, fallback if nothing else is available
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109 | RenderOperation* renderOp;
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110 |
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111 | };
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112 | protected:
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113 | SceneManager* mParentSceneMgr;
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114 | unsigned long mQueryMask;
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115 | std::set<WorldFragmentType> mSupportedWorldFragments;
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116 | WorldFragmentType mWorldFragmentType;
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117 |
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118 | public:
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119 | /** Standard constructor, should be called by SceneManager. */
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120 | SceneQuery(SceneManager* mgr);
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121 | virtual ~SceneQuery();
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122 |
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123 | /** Sets the mask for results of this query.
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124 | @remarks
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125 | This method allows you to set a 'mask' to limit the results of this
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126 | query to certain types of result. The actual meaning of this value is
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127 | up to the application; basically MovableObject instances will only be returned
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128 | from this query if a bitwise AND operation between this mask value and the
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129 | MovableObject::getQueryFlags value is non-zero. The application will
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130 | have to decide what each of the bits means.
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131 | */
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132 | virtual void setQueryMask(unsigned long mask);
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133 | /** Returns the current mask for this query. */
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134 | virtual unsigned long getQueryMask(void) const;
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135 |
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136 | /** Tells the query what kind of world geometry to return from queries;
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137 | often the full renderable geometry is not what is needed.
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138 | @remarks
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139 | The application receiving the world geometry is expected to know
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140 | what to do with it; inevitably this means that the application must
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141 | have knowledge of at least some of the structures
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142 | used by the custom SceneManager.
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143 | @par
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144 | The default setting is WFT_NONE.
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145 | */
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146 | virtual void setWorldFragmentType(enum WorldFragmentType wft);
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147 |
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148 | /** Gets the current world fragment types to be returned from the query. */
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149 | virtual WorldFragmentType getWorldFragmentType(void) const;
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150 |
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151 | /** Returns the types of world fragments this query supports. */
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152 | virtual const std::set<WorldFragmentType>* getSupportedWorldFragmentTypes(void) const
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153 | {return &mSupportedWorldFragments;}
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154 |
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155 |
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156 | };
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157 |
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158 | /** This optional class allows you to receive per-result callbacks from
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159 | SceneQuery executions instead of a single set of consolidated results.
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160 | @remarks
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161 | You should override this with your own subclass. Note that certain query
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162 | classes may refine this listener interface.
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163 | */
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164 | class _OgreExport SceneQueryListener
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165 | {
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166 | public:
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167 | virtual ~SceneQueryListener() { }
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168 | /** Called when a MovableObject is returned by a query.
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169 | @remarks
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170 | The implementor should return 'true' to continue returning objects,
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171 | or 'false' to abandon any further results from this query.
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172 | */
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173 | virtual bool queryResult(MovableObject* object) = 0;
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174 | /** Called when a WorldFragment is returned by a query.
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175 | @remarks
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176 | The implementor should return 'true' to continue returning objects,
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177 | or 'false' to abandon any further results from this query.
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178 | */
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179 | virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0;
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180 |
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181 | };
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182 |
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183 | typedef std::list<MovableObject*> SceneQueryResultMovableList;
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184 | typedef std::list<SceneQuery::WorldFragment*> SceneQueryResultWorldFragmentList;
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185 | /** Holds the results of a scene query. */
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186 | struct _OgreExport SceneQueryResult
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187 | {
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188 | /// List of movable objects in the query (entities, particle systems etc)
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189 | SceneQueryResultMovableList movables;
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190 | /// List of world fragments
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191 | SceneQueryResultWorldFragmentList worldFragments;
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192 | };
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193 |
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194 | /** Abstract class defining a query which returns single results from a region.
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195 | @remarks
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196 | This class is simply a generalisation of the subtypes of query that return
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197 | a set of individual results in a region. See the SceneQuery class for abstract
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198 | information, and subclasses for the detail of each query type.
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199 | */
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200 | class _OgreExport RegionSceneQuery
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201 | : public SceneQuery, public SceneQueryListener
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202 | {
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203 | protected:
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204 | SceneQueryResult* mLastResult;
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205 | public:
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206 | /** Standard constructor, should be called by SceneManager. */
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207 | RegionSceneQuery(SceneManager* mgr);
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208 | virtual ~RegionSceneQuery();
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209 | /** Executes the query, returning the results back in one list.
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210 | @remarks
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211 | This method executes the scene query as configured, gathers the results
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212 | into one structure and returns a reference to that structure. These
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213 | results will also persist in this query object until the next query is
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214 | executed, or clearResults() is called. An more lightweight version of
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215 | this method that returns results through a listener is also available.
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216 | */
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217 | virtual SceneQueryResult& execute(void);
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218 |
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219 | /** Executes the query and returns each match through a listener interface.
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220 | @remarks
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221 | Note that this method does not store the results of the query internally
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222 | so does not update the 'last result' value. This means that this version of
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223 | execute is more lightweight and therefore more efficient than the version
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224 | which returns the results as a collection.
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225 | */
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226 | virtual void execute(SceneQueryListener* listener) = 0;
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227 |
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228 | /** Gets the results of the last query that was run using this object, provided
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229 | the query was executed using the collection-returning version of execute.
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230 | */
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231 | virtual SceneQueryResult& getLastResults(void) const;
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232 | /** Clears the results of the last query execution.
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233 | @remarks
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234 | You only need to call this if you specifically want to free up the memory
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235 | used by this object to hold the last query results. This object clears the
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236 | results itself when executing and when destroying itself.
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237 | */
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238 | virtual void clearResults(void);
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239 |
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240 | /** Self-callback in order to deal with execute which returns collection. */
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241 | bool queryResult(MovableObject* first);
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242 | /** Self-callback in order to deal with execute which returns collection. */
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243 | bool queryResult(SceneQuery::WorldFragment* fragment);
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244 | };
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245 |
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246 | /** Specialises the SceneQuery class for querying within an axis aligned box. */
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247 | class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery
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248 | {
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249 | protected:
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250 | AxisAlignedBox mAABB;
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251 | public:
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252 | AxisAlignedBoxSceneQuery(SceneManager* mgr);
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253 | virtual ~AxisAlignedBoxSceneQuery();
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254 |
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255 | /** Sets the size of the box you wish to query. */
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256 | void setBox(const AxisAlignedBox& box);
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257 |
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258 | /** Gets the box which is being used for this query. */
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259 | const AxisAlignedBox& getBox(void) const;
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260 |
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261 | };
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262 |
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263 | /** Specialises the SceneQuery class for querying within a sphere. */
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264 | class _OgreExport SphereSceneQuery : public RegionSceneQuery
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265 | {
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266 | protected:
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267 | Sphere mSphere;
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268 | public:
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269 | SphereSceneQuery(SceneManager* mgr);
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270 | virtual ~SphereSceneQuery();
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271 | /** Sets the sphere which is to be used for this query. */
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272 | void setSphere(const Sphere& sphere);
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273 |
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274 | /** Gets the sphere which is being used for this query. */
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275 | const Sphere& getSphere() const;
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276 |
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277 | };
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278 |
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279 | /** Specialises the SceneQuery class for querying within a plane-bounded volume.
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280 | */
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281 | class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery
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282 | {
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283 | protected:
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284 | PlaneBoundedVolumeList mVolumes;
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285 | public:
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286 | PlaneBoundedVolumeListSceneQuery(SceneManager* mgr);
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287 | virtual ~PlaneBoundedVolumeListSceneQuery();
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288 | /** Sets the volume which is to be used for this query. */
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289 | void setVolumes(const PlaneBoundedVolumeList& volumes);
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290 |
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291 | /** Gets the volume which is being used for this query. */
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292 | const PlaneBoundedVolumeList& getVolumes() const;
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293 |
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294 | };
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295 |
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296 |
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297 | /*
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298 | /// Specialises the SceneQuery class for querying within a pyramid.
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299 | class _OgreExport PyramidSceneQuery : public RegionSceneQuery
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300 | {
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301 | public:
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302 | PyramidSceneQuery(SceneManager* mgr);
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303 | virtual ~PyramidSceneQuery();
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304 | };
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305 | */
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306 |
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307 | /** Alternative listener class for dealing with RaySceneQuery.
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308 | @remarks
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309 | Because the RaySceneQuery returns results in an extra bit of information, namely
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310 | distance, the listener interface must be customised from the standard SceneQueryListener.
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311 | */
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312 | class _OgreExport RaySceneQueryListener
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313 | {
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314 | public:
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315 | virtual ~RaySceneQueryListener() { }
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316 | /** Called when a movable objects intersects the ray.
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317 | @remarks
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318 | As with SceneQueryListener, the implementor of this method should return 'true'
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319 | if further results are required, or 'false' to abandon any further results from
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320 | the current query.
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321 | */
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322 | virtual bool queryResult(MovableObject* obj, Real distance) = 0;
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323 |
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324 | /** Called when a world fragment is intersected by the ray.
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325 | @remarks
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326 | As with SceneQueryListener, the implementor of this method should return 'true'
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327 | if further results are required, or 'false' to abandon any further results from
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328 | the current query.
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329 | */
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330 | virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0;
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331 |
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332 | };
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333 |
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334 | /** This struct allows a single comparison of result data no matter what the type */
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335 | struct _OgreExport RaySceneQueryResultEntry
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336 | {
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337 | /// Distance along the ray
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338 | Real distance;
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339 | /// The movable, or NULL if this is not a movable result
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340 | MovableObject* movable;
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341 | /// The world fragment, or NULL if this is not a fragment result
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342 | SceneQuery::WorldFragment* worldFragment;
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343 | /// Comparison operator for sorting
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344 | bool operator < (const RaySceneQueryResultEntry& rhs) const
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345 | {
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346 | return this->distance < rhs.distance;
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347 | }
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348 |
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349 | };
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350 | typedef std::list<RaySceneQueryResultEntry> RaySceneQueryResult;
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351 |
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352 | /** Specialises the SceneQuery class for querying along a ray. */
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353 | class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener
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354 | {
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355 | protected:
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356 | Ray mRay;
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357 | bool mSortByDistance;
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358 | ushort mMaxResults;
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359 | RaySceneQueryResult* mLastResult;
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360 |
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361 | public:
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362 | RaySceneQuery(SceneManager* mgr);
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363 | virtual ~RaySceneQuery();
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364 | /** Sets the ray which is to be used for this query. */
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365 | virtual void setRay(const Ray& ray);
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366 | /** Gets the ray which is to be used for this query. */
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367 | virtual const Ray& getRay(void) const;
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368 | /** Sets whether the results of this query will be sorted by distance along the ray.
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369 | @remarks
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370 | Often you want to know what was the first object a ray intersected with, and this
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371 | method allows you to ask the query to sort the results so that the nearest results
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372 | are listed first.
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373 | @par
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374 | Note that because the query returns results based on bounding volumes, the ray may not
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375 | actually intersect the detail of the objects returned from the query, just their
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376 | bounding volumes. For this reason the caller is advised to use more detailed
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377 | intersection tests on the results if a more accurate result is required; OGRE uses
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378 | bounds checking in order to give the most speedy results since not all applications
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379 | need extreme accuracy.
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380 | @param sort If true, results will be sorted.
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381 | @param maxresults If sorting is enabled, this value can be used to constrain the maximum number
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382 | of results that are returned. Please note (as above) that the use of bounding volumes mean that
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383 | accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail.
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384 | 0 means unlimited results.
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385 | */
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386 | virtual void setSortByDistance(bool sort, ushort maxresults = 0);
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387 | /** Gets whether the results are sorted by distance. */
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388 | virtual bool getSortByDistance(void) const;
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389 | /** Gets the maximum number of results returned from the query (only relevant if
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390 | results are being sorted) */
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391 | virtual ushort getMaxResults(void) const;
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392 | /** Executes the query, returning the results back in one list.
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393 | @remarks
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394 | This method executes the scene query as configured, gathers the results
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395 | into one structure and returns a reference to that structure. These
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396 | results will also persist in this query object until the next query is
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397 | executed, or clearResults() is called. An more lightweight version of
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398 | this method that returns results through a listener is also available.
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399 | */
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400 | virtual RaySceneQueryResult& execute(void);
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401 |
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402 | /** Executes the query and returns each match through a listener interface.
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403 | @remarks
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404 | Note that this method does not store the results of the query internally
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405 | so does not update the 'last result' value. This means that this version of
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406 | execute is more lightweight and therefore more efficient than the version
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407 | which returns the results as a collection.
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408 | */
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409 | virtual void execute(RaySceneQueryListener* listener) = 0;
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410 |
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411 | /** Gets the results of the last query that was run using this object, provided
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412 | the query was executed using the collection-returning version of execute.
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413 | */
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414 | virtual RaySceneQueryResult& getLastResults(void) const;
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415 | /** Clears the results of the last query execution.
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416 | @remarks
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417 | You only need to call this if you specifically want to free up the memory
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418 | used by this object to hold the last query results. This object clears the
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419 | results itself when executing and when destroying itself.
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420 | */
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421 | virtual void clearResults(void);
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422 |
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423 | /** Self-callback in order to deal with execute which returns collection. */
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424 | bool queryResult(MovableObject* obj, Real distance);
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425 | /** Self-callback in order to deal with execute which returns collection. */
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426 | bool queryResult(SceneQuery::WorldFragment* fragment, Real distance);
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427 |
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428 |
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429 |
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430 |
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431 | };
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432 |
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433 | /** Alternative listener class for dealing with IntersectionSceneQuery.
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434 | @remarks
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435 | Because the IntersectionSceneQuery returns results in pairs, rather than singularly,
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436 | the listener interface must be customised from the standard SceneQueryListener.
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437 | */
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438 | class _OgreExport IntersectionSceneQueryListener
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439 | {
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440 | public:
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441 | virtual ~IntersectionSceneQueryListener() { }
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442 | /** Called when 2 movable objects intersect one another.
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443 | @remarks
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444 | As with SceneQueryListener, the implementor of this method should return 'true'
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445 | if further results are required, or 'false' to abandon any further results from
|
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446 | the current query.
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447 | */
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448 | virtual bool queryResult(MovableObject* first, MovableObject* second) = 0;
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449 |
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450 | /** Called when a movable intersects a world fragment.
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451 | @remarks
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452 | As with SceneQueryListener, the implementor of this method should return 'true'
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453 | if further results are required, or 'false' to abandon any further results from
|
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454 | the current query.
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455 | */
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456 | virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0;
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457 |
|
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458 | /* NB there are no results for world fragments intersecting other world fragments;
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459 | it is assumed that world geometry is either static or at least that self-intersections
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460 | are irrelevant or dealt with elsewhere (such as the custom scene manager) */
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461 |
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462 |
|
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463 | };
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464 |
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465 | typedef std::pair<MovableObject*, MovableObject*> SceneQueryMovableObjectPair;
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466 | typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> SceneQueryMovableObjectWorldFragmentPair;
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467 | typedef std::list<SceneQueryMovableObjectPair> SceneQueryMovableIntersectionList;
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468 | typedef std::list<SceneQueryMovableObjectWorldFragmentPair> SceneQueryMovableWorldFragmentIntersectionList;
|
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469 | /** Holds the results of an intersection scene query (pair values). */
|
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470 | struct _OgreExport IntersectionSceneQueryResult
|
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471 | {
|
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472 | /// List of movable / movable intersections (entities, particle systems etc)
|
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473 | SceneQueryMovableIntersectionList movables2movables;
|
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474 | /// List of movable / world intersections
|
---|
475 | SceneQueryMovableWorldFragmentIntersectionList movables2world;
|
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476 |
|
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477 |
|
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478 |
|
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479 | };
|
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480 |
|
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481 | /** Separate SceneQuery class to query for pairs of objects which are
|
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482 | possibly intersecting one another.
|
---|
483 | @remarks
|
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484 | This SceneQuery subclass considers the whole world and returns pairs of objects
|
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485 | which are close enough to each other that they may be intersecting. Because of
|
---|
486 | this slightly different focus, the return types and listener interface are
|
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487 | different for this class.
|
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488 | */
|
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489 | class _OgreExport IntersectionSceneQuery
|
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490 | : public SceneQuery, public IntersectionSceneQueryListener
|
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491 | {
|
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492 | protected:
|
---|
493 | IntersectionSceneQueryResult* mLastResult;
|
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494 | public:
|
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495 | IntersectionSceneQuery(SceneManager* mgr);
|
---|
496 | virtual ~IntersectionSceneQuery();
|
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497 |
|
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498 | /** Executes the query, returning the results back in one list.
|
---|
499 | @remarks
|
---|
500 | This method executes the scene query as configured, gathers the results
|
---|
501 | into one structure and returns a reference to that structure. These
|
---|
502 | results will also persist in this query object until the next query is
|
---|
503 | executed, or clearResults() is called. An more lightweight version of
|
---|
504 | this method that returns results through a listener is also available.
|
---|
505 | */
|
---|
506 | virtual IntersectionSceneQueryResult& execute(void);
|
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507 |
|
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508 | /** Executes the query and returns each match through a listener interface.
|
---|
509 | @remarks
|
---|
510 | Note that this method does not store the results of the query internally
|
---|
511 | so does not update the 'last result' value. This means that this version of
|
---|
512 | execute is more lightweight and therefore more efficient than the version
|
---|
513 | which returns the results as a collection.
|
---|
514 | */
|
---|
515 | virtual void execute(IntersectionSceneQueryListener* listener) = 0;
|
---|
516 |
|
---|
517 | /** Gets the results of the last query that was run using this object, provided
|
---|
518 | the query was executed using the collection-returning version of execute.
|
---|
519 | */
|
---|
520 | virtual IntersectionSceneQueryResult& getLastResults(void) const;
|
---|
521 | /** Clears the results of the last query execution.
|
---|
522 | @remarks
|
---|
523 | You only need to call this if you specifically want to free up the memory
|
---|
524 | used by this object to hold the last query results. This object clears the
|
---|
525 | results itself when executing and when destroying itself.
|
---|
526 | */
|
---|
527 | virtual void clearResults(void);
|
---|
528 |
|
---|
529 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
530 | bool queryResult(MovableObject* first, MovableObject* second);
|
---|
531 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
532 | bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment);
|
---|
533 | };
|
---|
534 |
|
---|
535 |
|
---|
536 | }
|
---|
537 |
|
---|
538 |
|
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539 |
|
---|
540 | #endif
|
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