[692] | 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 | uint32 mQueryMask;
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| 115 | uint32 mQueryTypeMask;
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| 116 | std::set<WorldFragmentType> mSupportedWorldFragments;
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| 117 | WorldFragmentType mWorldFragmentType;
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| 118 |
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| 119 | public:
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| 120 | /** Standard constructor, should be called by SceneManager. */
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| 121 | SceneQuery(SceneManager* mgr);
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| 122 | virtual ~SceneQuery();
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| 123 |
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| 124 | /** Sets the mask for results of this query.
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| 125 | @remarks
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| 126 | This method allows you to set a 'mask' to limit the results of this
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| 127 | query to certain types of result. The actual meaning of this value is
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| 128 | up to the application; basically MovableObject instances will only be returned
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| 129 | from this query if a bitwise AND operation between this mask value and the
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| 130 | MovableObject::getQueryFlags value is non-zero. The application will
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| 131 | have to decide what each of the bits means.
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| 132 | */
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| 133 | virtual void setQueryMask(uint32 mask);
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| 134 | /** Returns the current mask for this query. */
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| 135 | virtual uint32 getQueryMask(void) const;
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| 136 |
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| 137 | /** Sets the type mask for results of this query.
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| 138 | @remarks
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| 139 | This method allows you to set a 'type mask' to limit the results of this
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| 140 | query to certain types of objects. Whilst setQueryMask deals with flags
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| 141 | set per instance of object, this method deals with setting a mask on
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| 142 | flags set per type of object. Both may exclude an object from query
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| 143 | results.
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| 144 | */
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| 145 | virtual void setQueryTypeMask(uint32 mask);
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| 146 | /** Returns the current mask for this query. */
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| 147 | virtual uint32 getQueryTypeMask(void) const;
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| 148 |
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| 149 | /** Tells the query what kind of world geometry to return from queries;
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| 150 | often the full renderable geometry is not what is needed.
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| 151 | @remarks
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| 152 | The application receiving the world geometry is expected to know
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| 153 | what to do with it; inevitably this means that the application must
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| 154 | have knowledge of at least some of the structures
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| 155 | used by the custom SceneManager.
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| 156 | @par
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| 157 | The default setting is WFT_NONE.
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| 158 | */
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| 159 | virtual void setWorldFragmentType(enum WorldFragmentType wft);
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| 160 |
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| 161 | /** Gets the current world fragment types to be returned from the query. */
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| 162 | virtual WorldFragmentType getWorldFragmentType(void) const;
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| 163 |
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| 164 | /** Returns the types of world fragments this query supports. */
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| 165 | virtual const std::set<WorldFragmentType>* getSupportedWorldFragmentTypes(void) const
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| 166 | {return &mSupportedWorldFragments;}
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| 167 |
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| 168 |
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| 169 | };
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| 170 |
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| 171 | /** This optional class allows you to receive per-result callbacks from
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| 172 | SceneQuery executions instead of a single set of consolidated results.
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| 173 | @remarks
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| 174 | You should override this with your own subclass. Note that certain query
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| 175 | classes may refine this listener interface.
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| 176 | */
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| 177 | class _OgreExport SceneQueryListener
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| 178 | {
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| 179 | public:
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| 180 | virtual ~SceneQueryListener() { }
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| 181 | /** Called when a MovableObject is returned by a query.
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| 182 | @remarks
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| 183 | The implementor should return 'true' to continue returning objects,
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| 184 | or 'false' to abandon any further results from this query.
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| 185 | */
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| 186 | virtual bool queryResult(MovableObject* object) = 0;
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| 187 | /** Called when a WorldFragment is returned by a query.
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| 188 | @remarks
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| 189 | The implementor should return 'true' to continue returning objects,
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| 190 | or 'false' to abandon any further results from this query.
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| 191 | */
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| 192 | virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0;
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| 193 |
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| 194 | };
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| 195 |
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| 196 | typedef std::list<MovableObject*> SceneQueryResultMovableList;
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| 197 | typedef std::list<SceneQuery::WorldFragment*> SceneQueryResultWorldFragmentList;
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| 198 | /** Holds the results of a scene query. */
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| 199 | struct _OgreExport SceneQueryResult
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| 200 | {
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| 201 | /// List of movable objects in the query (entities, particle systems etc)
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| 202 | SceneQueryResultMovableList movables;
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| 203 | /// List of world fragments
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| 204 | SceneQueryResultWorldFragmentList worldFragments;
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| 205 | };
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| 206 |
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| 207 | /** Abstract class defining a query which returns single results from a region.
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| 208 | @remarks
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| 209 | This class is simply a generalisation of the subtypes of query that return
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| 210 | a set of individual results in a region. See the SceneQuery class for abstract
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| 211 | information, and subclasses for the detail of each query type.
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| 212 | */
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| 213 | class _OgreExport RegionSceneQuery
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| 214 | : public SceneQuery, public SceneQueryListener
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| 215 | {
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| 216 | protected:
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| 217 | SceneQueryResult* mLastResult;
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| 218 | public:
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| 219 | /** Standard constructor, should be called by SceneManager. */
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| 220 | RegionSceneQuery(SceneManager* mgr);
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| 221 | virtual ~RegionSceneQuery();
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| 222 | /** Executes the query, returning the results back in one list.
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| 223 | @remarks
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| 224 | This method executes the scene query as configured, gathers the results
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| 225 | into one structure and returns a reference to that structure. These
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| 226 | results will also persist in this query object until the next query is
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| 227 | executed, or clearResults() is called. An more lightweight version of
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| 228 | this method that returns results through a listener is also available.
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| 229 | */
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| 230 | virtual SceneQueryResult& execute(void);
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| 231 |
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| 232 | /** Executes the query and returns each match through a listener interface.
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| 233 | @remarks
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| 234 | Note that this method does not store the results of the query internally
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| 235 | so does not update the 'last result' value. This means that this version of
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| 236 | execute is more lightweight and therefore more efficient than the version
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| 237 | which returns the results as a collection.
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| 238 | */
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| 239 | virtual void execute(SceneQueryListener* listener) = 0;
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| 240 |
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| 241 | /** Gets the results of the last query that was run using this object, provided
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| 242 | the query was executed using the collection-returning version of execute.
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| 243 | */
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| 244 | virtual SceneQueryResult& getLastResults(void) const;
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| 245 | /** Clears the results of the last query execution.
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| 246 | @remarks
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| 247 | You only need to call this if you specifically want to free up the memory
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| 248 | used by this object to hold the last query results. This object clears the
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| 249 | results itself when executing and when destroying itself.
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| 250 | */
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| 251 | virtual void clearResults(void);
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| 252 |
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| 253 | /** Self-callback in order to deal with execute which returns collection. */
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| 254 | bool queryResult(MovableObject* first);
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| 255 | /** Self-callback in order to deal with execute which returns collection. */
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| 256 | bool queryResult(SceneQuery::WorldFragment* fragment);
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| 257 | };
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| 258 |
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| 259 | /** Specialises the SceneQuery class for querying within an axis aligned box. */
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| 260 | class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery
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| 261 | {
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| 262 | protected:
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| 263 | AxisAlignedBox mAABB;
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| 264 | public:
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| 265 | AxisAlignedBoxSceneQuery(SceneManager* mgr);
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| 266 | virtual ~AxisAlignedBoxSceneQuery();
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| 267 |
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| 268 | /** Sets the size of the box you wish to query. */
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| 269 | void setBox(const AxisAlignedBox& box);
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| 270 |
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| 271 | /** Gets the box which is being used for this query. */
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| 272 | const AxisAlignedBox& getBox(void) const;
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| 273 |
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| 274 | };
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| 275 |
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| 276 | /** Specialises the SceneQuery class for querying within a sphere. */
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| 277 | class _OgreExport SphereSceneQuery : public RegionSceneQuery
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| 278 | {
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| 279 | protected:
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| 280 | Sphere mSphere;
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| 281 | public:
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| 282 | SphereSceneQuery(SceneManager* mgr);
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| 283 | virtual ~SphereSceneQuery();
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| 284 | /** Sets the sphere which is to be used for this query. */
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| 285 | void setSphere(const Sphere& sphere);
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| 286 |
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| 287 | /** Gets the sphere which is being used for this query. */
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| 288 | const Sphere& getSphere() const;
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| 289 |
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| 290 | };
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| 291 |
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| 292 | /** Specialises the SceneQuery class for querying within a plane-bounded volume.
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| 293 | */
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| 294 | class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery
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| 295 | {
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| 296 | protected:
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| 297 | PlaneBoundedVolumeList mVolumes;
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| 298 | public:
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| 299 | PlaneBoundedVolumeListSceneQuery(SceneManager* mgr);
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| 300 | virtual ~PlaneBoundedVolumeListSceneQuery();
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| 301 | /** Sets the volume which is to be used for this query. */
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| 302 | void setVolumes(const PlaneBoundedVolumeList& volumes);
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| 303 |
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| 304 | /** Gets the volume which is being used for this query. */
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| 305 | const PlaneBoundedVolumeList& getVolumes() const;
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| 306 |
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| 307 | };
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| 308 |
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| 309 |
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| 310 | /*
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| 311 | /// Specialises the SceneQuery class for querying within a pyramid.
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| 312 | class _OgreExport PyramidSceneQuery : public RegionSceneQuery
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| 313 | {
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| 314 | public:
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| 315 | PyramidSceneQuery(SceneManager* mgr);
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| 316 | virtual ~PyramidSceneQuery();
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| 317 | };
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| 318 | */
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| 319 |
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| 320 | /** Alternative listener class for dealing with RaySceneQuery.
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| 321 | @remarks
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| 322 | Because the RaySceneQuery returns results in an extra bit of information, namely
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| 323 | distance, the listener interface must be customised from the standard SceneQueryListener.
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| 324 | */
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| 325 | class _OgreExport RaySceneQueryListener
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| 326 | {
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| 327 | public:
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| 328 | virtual ~RaySceneQueryListener() { }
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| 329 | /** Called when a movable objects intersects the ray.
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| 330 | @remarks
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| 331 | As with SceneQueryListener, the implementor of this method should return 'true'
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| 332 | if further results are required, or 'false' to abandon any further results from
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| 333 | the current query.
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| 334 | */
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| 335 | virtual bool queryResult(MovableObject* obj, Real distance) = 0;
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| 336 |
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| 337 | /** Called when a world fragment is intersected by the ray.
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| 338 | @remarks
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| 339 | As with SceneQueryListener, the implementor of this method should return 'true'
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| 340 | if further results are required, or 'false' to abandon any further results from
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| 341 | the current query.
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| 342 | */
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| 343 | virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0;
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| 344 |
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| 345 | };
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| 346 |
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| 347 | /** This struct allows a single comparison of result data no matter what the type */
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| 348 | struct _OgreExport RaySceneQueryResultEntry
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| 349 | {
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| 350 | /// Distance along the ray
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| 351 | Real distance;
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| 352 | /// The movable, or NULL if this is not a movable result
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| 353 | MovableObject* movable;
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| 354 | /// The world fragment, or NULL if this is not a fragment result
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| 355 | SceneQuery::WorldFragment* worldFragment;
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| 356 | /// Comparison operator for sorting
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| 357 | bool operator < (const RaySceneQueryResultEntry& rhs) const
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| 358 | {
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| 359 | return this->distance < rhs.distance;
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| 360 | }
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| 361 |
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| 362 | };
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| 363 | typedef std::vector<RaySceneQueryResultEntry> RaySceneQueryResult;
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| 364 |
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| 365 | /** Specialises the SceneQuery class for querying along a ray. */
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| 366 | class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener
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| 367 | {
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| 368 | protected:
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| 369 | Ray mRay;
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| 370 | bool mSortByDistance;
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| 371 | ushort mMaxResults;
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| 372 | RaySceneQueryResult mResult;
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| 373 |
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| 374 | public:
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| 375 | RaySceneQuery(SceneManager* mgr);
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| 376 | virtual ~RaySceneQuery();
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| 377 | /** Sets the ray which is to be used for this query. */
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| 378 | virtual void setRay(const Ray& ray);
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| 379 | /** Gets the ray which is to be used for this query. */
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| 380 | virtual const Ray& getRay(void) const;
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| 381 | /** Sets whether the results of this query will be sorted by distance along the ray.
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| 382 | @remarks
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| 383 | Often you want to know what was the first object a ray intersected with, and this
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| 384 | method allows you to ask the query to sort the results so that the nearest results
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| 385 | are listed first.
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| 386 | @par
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| 387 | Note that because the query returns results based on bounding volumes, the ray may not
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| 388 | actually intersect the detail of the objects returned from the query, just their
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| 389 | bounding volumes. For this reason the caller is advised to use more detailed
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| 390 | intersection tests on the results if a more accurate result is required; OGRE uses
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| 391 | bounds checking in order to give the most speedy results since not all applications
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| 392 | need extreme accuracy.
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| 393 | @param sort If true, results will be sorted.
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| 394 | @param maxresults If sorting is enabled, this value can be used to constrain the maximum number
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| 395 | of results that are returned. Please note (as above) that the use of bounding volumes mean that
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| 396 | accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail.
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| 397 | 0 means unlimited results.
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| 398 | */
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| 399 | virtual void setSortByDistance(bool sort, ushort maxresults = 0);
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| 400 | /** Gets whether the results are sorted by distance. */
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| 401 | virtual bool getSortByDistance(void) const;
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| 402 | /** Gets the maximum number of results returned from the query (only relevant if
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| 403 | results are being sorted) */
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| 404 | virtual ushort getMaxResults(void) const;
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| 405 | /** Executes the query, returning the results back in one list.
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| 406 | @remarks
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| 407 | This method executes the scene query as configured, gathers the results
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| 408 | into one structure and returns a reference to that structure. These
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| 409 | results will also persist in this query object until the next query is
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| 410 | executed, or clearResults() is called. An more lightweight version of
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| 411 | this method that returns results through a listener is also available.
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| 412 | */
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| 413 | virtual RaySceneQueryResult& execute(void);
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| 414 |
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| 415 | /** Executes the query and returns each match through a listener interface.
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| 416 | @remarks
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| 417 | Note that this method does not store the results of the query internally
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| 418 | so does not update the 'last result' value. This means that this version of
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| 419 | execute is more lightweight and therefore more efficient than the version
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| 420 | which returns the results as a collection.
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| 421 | */
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| 422 | virtual void execute(RaySceneQueryListener* listener) = 0;
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| 423 |
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| 424 | /** Gets the results of the last query that was run using this object, provided
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| 425 | the query was executed using the collection-returning version of execute.
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| 426 | */
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| 427 | virtual RaySceneQueryResult& getLastResults(void);
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| 428 | /** Clears the results of the last query execution.
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| 429 | @remarks
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| 430 | You only need to call this if you specifically want to free up the memory
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| 431 | used by this object to hold the last query results. This object clears the
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| 432 | results itself when executing and when destroying itself.
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| 433 | */
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| 434 | virtual void clearResults(void);
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| 435 |
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| 436 | /** Self-callback in order to deal with execute which returns collection. */
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| 437 | bool queryResult(MovableObject* obj, Real distance);
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| 438 | /** Self-callback in order to deal with execute which returns collection. */
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| 439 | bool queryResult(SceneQuery::WorldFragment* fragment, Real distance);
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| 440 |
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| 441 |
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| 442 |
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| 443 |
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| 444 | };
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| 445 |
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| 446 | /** Alternative listener class for dealing with IntersectionSceneQuery.
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| 447 | @remarks
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| 448 | Because the IntersectionSceneQuery returns results in pairs, rather than singularly,
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| 449 | the listener interface must be customised from the standard SceneQueryListener.
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| 450 | */
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| 451 | class _OgreExport IntersectionSceneQueryListener
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| 452 | {
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| 453 | public:
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| 454 | virtual ~IntersectionSceneQueryListener() { }
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| 455 | /** Called when 2 movable objects intersect one another.
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| 456 | @remarks
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| 457 | As with SceneQueryListener, the implementor of this method should return 'true'
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| 458 | if further results are required, or 'false' to abandon any further results from
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| 459 | the current query.
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| 460 | */
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| 461 | virtual bool queryResult(MovableObject* first, MovableObject* second) = 0;
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| 462 |
|
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| 463 | /** Called when a movable intersects a world fragment.
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| 464 | @remarks
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| 465 | As with SceneQueryListener, the implementor of this method should return 'true'
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| 466 | if further results are required, or 'false' to abandon any further results from
|
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| 467 | the current query.
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| 468 | */
|
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| 469 | virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0;
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| 470 |
|
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| 471 | /* NB there are no results for world fragments intersecting other world fragments;
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| 472 | it is assumed that world geometry is either static or at least that self-intersections
|
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| 473 | are irrelevant or dealt with elsewhere (such as the custom scene manager) */
|
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| 474 |
|
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| 475 |
|
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| 476 | };
|
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| 477 |
|
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| 478 | typedef std::pair<MovableObject*, MovableObject*> SceneQueryMovableObjectPair;
|
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| 479 | typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> SceneQueryMovableObjectWorldFragmentPair;
|
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| 480 | typedef std::list<SceneQueryMovableObjectPair> SceneQueryMovableIntersectionList;
|
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| 481 | typedef std::list<SceneQueryMovableObjectWorldFragmentPair> SceneQueryMovableWorldFragmentIntersectionList;
|
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| 482 | /** Holds the results of an intersection scene query (pair values). */
|
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| 483 | struct _OgreExport IntersectionSceneQueryResult
|
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| 484 | {
|
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| 485 | /// List of movable / movable intersections (entities, particle systems etc)
|
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| 486 | SceneQueryMovableIntersectionList movables2movables;
|
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| 487 | /// List of movable / world intersections
|
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| 488 | SceneQueryMovableWorldFragmentIntersectionList movables2world;
|
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| 489 |
|
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| 490 |
|
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| 491 |
|
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| 492 | };
|
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| 493 |
|
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| 494 | /** Separate SceneQuery class to query for pairs of objects which are
|
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| 495 | possibly intersecting one another.
|
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| 496 | @remarks
|
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| 497 | This SceneQuery subclass considers the whole world and returns pairs of objects
|
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| 498 | which are close enough to each other that they may be intersecting. Because of
|
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| 499 | this slightly different focus, the return types and listener interface are
|
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| 500 | different for this class.
|
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| 501 | */
|
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| 502 | class _OgreExport IntersectionSceneQuery
|
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| 503 | : public SceneQuery, public IntersectionSceneQueryListener
|
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| 504 | {
|
---|
| 505 | protected:
|
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| 506 | IntersectionSceneQueryResult* mLastResult;
|
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| 507 | public:
|
---|
| 508 | IntersectionSceneQuery(SceneManager* mgr);
|
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| 509 | virtual ~IntersectionSceneQuery();
|
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| 510 |
|
---|
| 511 | /** Executes the query, returning the results back in one list.
|
---|
| 512 | @remarks
|
---|
| 513 | This method executes the scene query as configured, gathers the results
|
---|
| 514 | into one structure and returns a reference to that structure. These
|
---|
| 515 | results will also persist in this query object until the next query is
|
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| 516 | executed, or clearResults() is called. An more lightweight version of
|
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| 517 | this method that returns results through a listener is also available.
|
---|
| 518 | */
|
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| 519 | virtual IntersectionSceneQueryResult& execute(void);
|
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| 520 |
|
---|
| 521 | /** Executes the query and returns each match through a listener interface.
|
---|
| 522 | @remarks
|
---|
| 523 | Note that this method does not store the results of the query internally
|
---|
| 524 | so does not update the 'last result' value. This means that this version of
|
---|
| 525 | execute is more lightweight and therefore more efficient than the version
|
---|
| 526 | which returns the results as a collection.
|
---|
| 527 | */
|
---|
| 528 | virtual void execute(IntersectionSceneQueryListener* listener) = 0;
|
---|
| 529 |
|
---|
| 530 | /** Gets the results of the last query that was run using this object, provided
|
---|
| 531 | the query was executed using the collection-returning version of execute.
|
---|
| 532 | */
|
---|
| 533 | virtual IntersectionSceneQueryResult& getLastResults(void) const;
|
---|
| 534 | /** Clears the results of the last query execution.
|
---|
| 535 | @remarks
|
---|
| 536 | You only need to call this if you specifically want to free up the memory
|
---|
| 537 | used by this object to hold the last query results. This object clears the
|
---|
| 538 | results itself when executing and when destroying itself.
|
---|
| 539 | */
|
---|
| 540 | virtual void clearResults(void);
|
---|
| 541 |
|
---|
| 542 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
| 543 | bool queryResult(MovableObject* first, MovableObject* second);
|
---|
| 544 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
| 545 | bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment);
|
---|
| 546 | };
|
---|
| 547 |
|
---|
| 548 |
|
---|
| 549 | }
|
---|
| 550 |
|
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| 551 |
|
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| 552 |
|
---|
| 553 | #endif
|
---|