1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #ifndef __SceneQuery_H__
|
---|
26 | #define __SceneQuery_H__
|
---|
27 |
|
---|
28 | #include "OgrePrerequisites.h"
|
---|
29 | #include "OgreAxisAlignedBox.h"
|
---|
30 | #include "OgreSphere.h"
|
---|
31 | #include "OgreRay.h"
|
---|
32 | #include "OgreRenderOperation.h"
|
---|
33 | #include "OgrePlaneBoundedVolume.h"
|
---|
34 |
|
---|
35 | namespace Ogre {
|
---|
36 |
|
---|
37 | // forward declaration
|
---|
38 | class SceneQueryListener;
|
---|
39 | /** A class for performing queries on a scene.
|
---|
40 | @remarks
|
---|
41 | This is an abstract class for performing a query on a scene, i.e. to retrieve
|
---|
42 | a list of objects and/or world geometry sections which are potentially intersecting a
|
---|
43 | given region. Note the use of the word 'potentially': the results of a scene query
|
---|
44 | are generated based on bounding volumes, and as such are not correct at a triangle
|
---|
45 | level; the user of the SceneQuery is expected to filter the results further if
|
---|
46 | greater accuracy is required.
|
---|
47 | @par
|
---|
48 | Different SceneManagers will implement these queries in different ways to
|
---|
49 | exploit their particular scene organisation, and thus will provide their own
|
---|
50 | concrete subclasses. In fact, these subclasses will be derived from subclasses
|
---|
51 | of this class rather than directly because there will be region-type classes
|
---|
52 | in between.
|
---|
53 | @par
|
---|
54 | These queries could have just been implemented as methods on the SceneManager,
|
---|
55 | however, they are wrapped up as objects to allow 'compilation' of queries
|
---|
56 | if deemed appropriate by the implementation; i.e. each concrete subclass may
|
---|
57 | precalculate information (such as fixed scene partitions involved in the query)
|
---|
58 | to speed up the repeated use of the query.
|
---|
59 | @par
|
---|
60 | You should never try to create a SceneQuery object yourself, they should be created
|
---|
61 | using the SceneManager interfaces for the type of query required, e.g.
|
---|
62 | SceneManager::createSphereSceneQuery.
|
---|
63 | */
|
---|
64 | class _OgreExport SceneQuery
|
---|
65 | {
|
---|
66 | public:
|
---|
67 | /** This type can be used by collaborating applications & SceneManagers to
|
---|
68 | agree on the type of world geometry to be returned from queries. Not all
|
---|
69 | these types will be supported by all SceneManagers; once the application
|
---|
70 | has decided which SceneManager specialisation to use, it is expected that
|
---|
71 | it will know which type of world geometry abstraction is available to it.
|
---|
72 | */
|
---|
73 | enum WorldFragmentType {
|
---|
74 | /// Return no world geometry hits at all
|
---|
75 | WFT_NONE,
|
---|
76 | /// Return pointers to convex plane-bounded regions
|
---|
77 | WFT_PLANE_BOUNDED_REGION,
|
---|
78 | /// Return a single intersection point (typically RaySceneQuery only)
|
---|
79 | WFT_SINGLE_INTERSECTION,
|
---|
80 | /// Custom geometry as defined by the SceneManager
|
---|
81 | WFT_CUSTOM_GEOMETRY,
|
---|
82 | /// General RenderOperation structure
|
---|
83 | WFT_RENDER_OPERATION
|
---|
84 | };
|
---|
85 |
|
---|
86 | /** Represents part of the world geometry that is a result of a SceneQuery.
|
---|
87 | @remarks
|
---|
88 | Since world geometry is normally vast and sprawling, we need a way of
|
---|
89 | retrieving parts of it based on a query. That is what this struct is for;
|
---|
90 | note there are potentially as many data structures for world geometry as there
|
---|
91 | are SceneManagers, however this structure includes a few common abstractions as
|
---|
92 | well as a more general format.
|
---|
93 | @par
|
---|
94 | The type of world fragment that is returned from a query depends on the
|
---|
95 | SceneManager, and the option set using SceneQuery::setWorldFragmentType.
|
---|
96 | You can see what fragment types are supported on the query in question by
|
---|
97 | calling SceneQuery::getSupportedWorldFragmentTypes().
|
---|
98 | */
|
---|
99 | struct WorldFragment {
|
---|
100 | /// The type of this world fragment
|
---|
101 | WorldFragmentType fragmentType;
|
---|
102 | /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION
|
---|
103 | Vector3 singleIntersection;
|
---|
104 | /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION
|
---|
105 | std::list<Plane>* planes;
|
---|
106 | /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY
|
---|
107 | void* geometry;
|
---|
108 | /// General render operation structure, fallback if nothing else is available
|
---|
109 | RenderOperation* renderOp;
|
---|
110 |
|
---|
111 | };
|
---|
112 | protected:
|
---|
113 | SceneManager* mParentSceneMgr;
|
---|
114 | uint32 mQueryMask;
|
---|
115 | uint32 mQueryTypeMask;
|
---|
116 | std::set<WorldFragmentType> mSupportedWorldFragments;
|
---|
117 | WorldFragmentType mWorldFragmentType;
|
---|
118 |
|
---|
119 | public:
|
---|
120 | /** Standard constructor, should be called by SceneManager. */
|
---|
121 | SceneQuery(SceneManager* mgr);
|
---|
122 | virtual ~SceneQuery();
|
---|
123 |
|
---|
124 | /** Sets the mask for results of this query.
|
---|
125 | @remarks
|
---|
126 | This method allows you to set a 'mask' to limit the results of this
|
---|
127 | query to certain types of result. The actual meaning of this value is
|
---|
128 | up to the application; basically MovableObject instances will only be returned
|
---|
129 | from this query if a bitwise AND operation between this mask value and the
|
---|
130 | MovableObject::getQueryFlags value is non-zero. The application will
|
---|
131 | have to decide what each of the bits means.
|
---|
132 | */
|
---|
133 | virtual void setQueryMask(uint32 mask);
|
---|
134 | /** Returns the current mask for this query. */
|
---|
135 | virtual uint32 getQueryMask(void) const;
|
---|
136 |
|
---|
137 | /** Sets the type mask for results of this query.
|
---|
138 | @remarks
|
---|
139 | This method allows you to set a 'type mask' to limit the results of this
|
---|
140 | query to certain types of objects. Whilst setQueryMask deals with flags
|
---|
141 | set per instance of object, this method deals with setting a mask on
|
---|
142 | flags set per type of object. Both may exclude an object from query
|
---|
143 | results.
|
---|
144 | */
|
---|
145 | virtual void setQueryTypeMask(uint32 mask);
|
---|
146 | /** Returns the current mask for this query. */
|
---|
147 | virtual uint32 getQueryTypeMask(void) const;
|
---|
148 |
|
---|
149 | /** Tells the query what kind of world geometry to return from queries;
|
---|
150 | often the full renderable geometry is not what is needed.
|
---|
151 | @remarks
|
---|
152 | The application receiving the world geometry is expected to know
|
---|
153 | what to do with it; inevitably this means that the application must
|
---|
154 | have knowledge of at least some of the structures
|
---|
155 | used by the custom SceneManager.
|
---|
156 | @par
|
---|
157 | The default setting is WFT_NONE.
|
---|
158 | */
|
---|
159 | virtual void setWorldFragmentType(enum WorldFragmentType wft);
|
---|
160 |
|
---|
161 | /** Gets the current world fragment types to be returned from the query. */
|
---|
162 | virtual WorldFragmentType getWorldFragmentType(void) const;
|
---|
163 |
|
---|
164 | /** Returns the types of world fragments this query supports. */
|
---|
165 | virtual const std::set<WorldFragmentType>* getSupportedWorldFragmentTypes(void) const
|
---|
166 | {return &mSupportedWorldFragments;}
|
---|
167 |
|
---|
168 |
|
---|
169 | };
|
---|
170 |
|
---|
171 | /** This optional class allows you to receive per-result callbacks from
|
---|
172 | SceneQuery executions instead of a single set of consolidated results.
|
---|
173 | @remarks
|
---|
174 | You should override this with your own subclass. Note that certain query
|
---|
175 | classes may refine this listener interface.
|
---|
176 | */
|
---|
177 | class _OgreExport SceneQueryListener
|
---|
178 | {
|
---|
179 | public:
|
---|
180 | virtual ~SceneQueryListener() { }
|
---|
181 | /** Called when a MovableObject is returned by a query.
|
---|
182 | @remarks
|
---|
183 | The implementor should return 'true' to continue returning objects,
|
---|
184 | or 'false' to abandon any further results from this query.
|
---|
185 | */
|
---|
186 | virtual bool queryResult(MovableObject* object) = 0;
|
---|
187 | /** Called when a WorldFragment is returned by a query.
|
---|
188 | @remarks
|
---|
189 | The implementor should return 'true' to continue returning objects,
|
---|
190 | or 'false' to abandon any further results from this query.
|
---|
191 | */
|
---|
192 | virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0;
|
---|
193 |
|
---|
194 | };
|
---|
195 |
|
---|
196 | typedef std::list<MovableObject*> SceneQueryResultMovableList;
|
---|
197 | typedef std::list<SceneQuery::WorldFragment*> SceneQueryResultWorldFragmentList;
|
---|
198 | /** Holds the results of a scene query. */
|
---|
199 | struct _OgreExport SceneQueryResult
|
---|
200 | {
|
---|
201 | /// List of movable objects in the query (entities, particle systems etc)
|
---|
202 | SceneQueryResultMovableList movables;
|
---|
203 | /// List of world fragments
|
---|
204 | SceneQueryResultWorldFragmentList worldFragments;
|
---|
205 | };
|
---|
206 |
|
---|
207 | /** Abstract class defining a query which returns single results from a region.
|
---|
208 | @remarks
|
---|
209 | This class is simply a generalisation of the subtypes of query that return
|
---|
210 | a set of individual results in a region. See the SceneQuery class for abstract
|
---|
211 | information, and subclasses for the detail of each query type.
|
---|
212 | */
|
---|
213 | class _OgreExport RegionSceneQuery
|
---|
214 | : public SceneQuery, public SceneQueryListener
|
---|
215 | {
|
---|
216 | protected:
|
---|
217 | SceneQueryResult* mLastResult;
|
---|
218 | public:
|
---|
219 | /** Standard constructor, should be called by SceneManager. */
|
---|
220 | RegionSceneQuery(SceneManager* mgr);
|
---|
221 | virtual ~RegionSceneQuery();
|
---|
222 | /** Executes the query, returning the results back in one list.
|
---|
223 | @remarks
|
---|
224 | This method executes the scene query as configured, gathers the results
|
---|
225 | into one structure and returns a reference to that structure. These
|
---|
226 | results will also persist in this query object until the next query is
|
---|
227 | executed, or clearResults() is called. An more lightweight version of
|
---|
228 | this method that returns results through a listener is also available.
|
---|
229 | */
|
---|
230 | virtual SceneQueryResult& execute(void);
|
---|
231 |
|
---|
232 | /** Executes the query and returns each match through a listener interface.
|
---|
233 | @remarks
|
---|
234 | Note that this method does not store the results of the query internally
|
---|
235 | so does not update the 'last result' value. This means that this version of
|
---|
236 | execute is more lightweight and therefore more efficient than the version
|
---|
237 | which returns the results as a collection.
|
---|
238 | */
|
---|
239 | virtual void execute(SceneQueryListener* listener) = 0;
|
---|
240 |
|
---|
241 | /** Gets the results of the last query that was run using this object, provided
|
---|
242 | the query was executed using the collection-returning version of execute.
|
---|
243 | */
|
---|
244 | virtual SceneQueryResult& getLastResults(void) const;
|
---|
245 | /** Clears the results of the last query execution.
|
---|
246 | @remarks
|
---|
247 | You only need to call this if you specifically want to free up the memory
|
---|
248 | used by this object to hold the last query results. This object clears the
|
---|
249 | results itself when executing and when destroying itself.
|
---|
250 | */
|
---|
251 | virtual void clearResults(void);
|
---|
252 |
|
---|
253 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
254 | bool queryResult(MovableObject* first);
|
---|
255 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
256 | bool queryResult(SceneQuery::WorldFragment* fragment);
|
---|
257 | };
|
---|
258 |
|
---|
259 | /** Specialises the SceneQuery class for querying within an axis aligned box. */
|
---|
260 | class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery
|
---|
261 | {
|
---|
262 | protected:
|
---|
263 | AxisAlignedBox mAABB;
|
---|
264 | public:
|
---|
265 | AxisAlignedBoxSceneQuery(SceneManager* mgr);
|
---|
266 | virtual ~AxisAlignedBoxSceneQuery();
|
---|
267 |
|
---|
268 | /** Sets the size of the box you wish to query. */
|
---|
269 | void setBox(const AxisAlignedBox& box);
|
---|
270 |
|
---|
271 | /** Gets the box which is being used for this query. */
|
---|
272 | const AxisAlignedBox& getBox(void) const;
|
---|
273 |
|
---|
274 | };
|
---|
275 |
|
---|
276 | /** Specialises the SceneQuery class for querying within a sphere. */
|
---|
277 | class _OgreExport SphereSceneQuery : public RegionSceneQuery
|
---|
278 | {
|
---|
279 | protected:
|
---|
280 | Sphere mSphere;
|
---|
281 | public:
|
---|
282 | SphereSceneQuery(SceneManager* mgr);
|
---|
283 | virtual ~SphereSceneQuery();
|
---|
284 | /** Sets the sphere which is to be used for this query. */
|
---|
285 | void setSphere(const Sphere& sphere);
|
---|
286 |
|
---|
287 | /** Gets the sphere which is being used for this query. */
|
---|
288 | const Sphere& getSphere() const;
|
---|
289 |
|
---|
290 | };
|
---|
291 |
|
---|
292 | /** Specialises the SceneQuery class for querying within a plane-bounded volume.
|
---|
293 | */
|
---|
294 | class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery
|
---|
295 | {
|
---|
296 | protected:
|
---|
297 | PlaneBoundedVolumeList mVolumes;
|
---|
298 | public:
|
---|
299 | PlaneBoundedVolumeListSceneQuery(SceneManager* mgr);
|
---|
300 | virtual ~PlaneBoundedVolumeListSceneQuery();
|
---|
301 | /** Sets the volume which is to be used for this query. */
|
---|
302 | void setVolumes(const PlaneBoundedVolumeList& volumes);
|
---|
303 |
|
---|
304 | /** Gets the volume which is being used for this query. */
|
---|
305 | const PlaneBoundedVolumeList& getVolumes() const;
|
---|
306 |
|
---|
307 | };
|
---|
308 |
|
---|
309 |
|
---|
310 | /*
|
---|
311 | /// Specialises the SceneQuery class for querying within a pyramid.
|
---|
312 | class _OgreExport PyramidSceneQuery : public RegionSceneQuery
|
---|
313 | {
|
---|
314 | public:
|
---|
315 | PyramidSceneQuery(SceneManager* mgr);
|
---|
316 | virtual ~PyramidSceneQuery();
|
---|
317 | };
|
---|
318 | */
|
---|
319 |
|
---|
320 | /** Alternative listener class for dealing with RaySceneQuery.
|
---|
321 | @remarks
|
---|
322 | Because the RaySceneQuery returns results in an extra bit of information, namely
|
---|
323 | distance, the listener interface must be customised from the standard SceneQueryListener.
|
---|
324 | */
|
---|
325 | class _OgreExport RaySceneQueryListener
|
---|
326 | {
|
---|
327 | public:
|
---|
328 | virtual ~RaySceneQueryListener() { }
|
---|
329 | /** Called when a movable objects intersects the ray.
|
---|
330 | @remarks
|
---|
331 | As with SceneQueryListener, the implementor of this method should return 'true'
|
---|
332 | if further results are required, or 'false' to abandon any further results from
|
---|
333 | the current query.
|
---|
334 | */
|
---|
335 | virtual bool queryResult(MovableObject* obj, Real distance) = 0;
|
---|
336 |
|
---|
337 | /** Called when a world fragment is intersected by the ray.
|
---|
338 | @remarks
|
---|
339 | As with SceneQueryListener, the implementor of this method should return 'true'
|
---|
340 | if further results are required, or 'false' to abandon any further results from
|
---|
341 | the current query.
|
---|
342 | */
|
---|
343 | virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0;
|
---|
344 |
|
---|
345 | };
|
---|
346 |
|
---|
347 | /** This struct allows a single comparison of result data no matter what the type */
|
---|
348 | struct _OgreExport RaySceneQueryResultEntry
|
---|
349 | {
|
---|
350 | /// Distance along the ray
|
---|
351 | Real distance;
|
---|
352 | /// The movable, or NULL if this is not a movable result
|
---|
353 | MovableObject* movable;
|
---|
354 | /// The world fragment, or NULL if this is not a fragment result
|
---|
355 | SceneQuery::WorldFragment* worldFragment;
|
---|
356 | /// Comparison operator for sorting
|
---|
357 | bool operator < (const RaySceneQueryResultEntry& rhs) const
|
---|
358 | {
|
---|
359 | return this->distance < rhs.distance;
|
---|
360 | }
|
---|
361 |
|
---|
362 | };
|
---|
363 | typedef std::vector<RaySceneQueryResultEntry> RaySceneQueryResult;
|
---|
364 |
|
---|
365 | /** Specialises the SceneQuery class for querying along a ray. */
|
---|
366 | class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener
|
---|
367 | {
|
---|
368 | protected:
|
---|
369 | Ray mRay;
|
---|
370 | bool mSortByDistance;
|
---|
371 | ushort mMaxResults;
|
---|
372 | RaySceneQueryResult mResult;
|
---|
373 |
|
---|
374 | public:
|
---|
375 | RaySceneQuery(SceneManager* mgr);
|
---|
376 | virtual ~RaySceneQuery();
|
---|
377 | /** Sets the ray which is to be used for this query. */
|
---|
378 | virtual void setRay(const Ray& ray);
|
---|
379 | /** Gets the ray which is to be used for this query. */
|
---|
380 | virtual const Ray& getRay(void) const;
|
---|
381 | /** Sets whether the results of this query will be sorted by distance along the ray.
|
---|
382 | @remarks
|
---|
383 | Often you want to know what was the first object a ray intersected with, and this
|
---|
384 | method allows you to ask the query to sort the results so that the nearest results
|
---|
385 | are listed first.
|
---|
386 | @par
|
---|
387 | Note that because the query returns results based on bounding volumes, the ray may not
|
---|
388 | actually intersect the detail of the objects returned from the query, just their
|
---|
389 | bounding volumes. For this reason the caller is advised to use more detailed
|
---|
390 | intersection tests on the results if a more accurate result is required; OGRE uses
|
---|
391 | bounds checking in order to give the most speedy results since not all applications
|
---|
392 | need extreme accuracy.
|
---|
393 | @param sort If true, results will be sorted.
|
---|
394 | @param maxresults If sorting is enabled, this value can be used to constrain the maximum number
|
---|
395 | of results that are returned. Please note (as above) that the use of bounding volumes mean that
|
---|
396 | accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail.
|
---|
397 | 0 means unlimited results.
|
---|
398 | */
|
---|
399 | virtual void setSortByDistance(bool sort, ushort maxresults = 0);
|
---|
400 | /** Gets whether the results are sorted by distance. */
|
---|
401 | virtual bool getSortByDistance(void) const;
|
---|
402 | /** Gets the maximum number of results returned from the query (only relevant if
|
---|
403 | results are being sorted) */
|
---|
404 | virtual ushort getMaxResults(void) const;
|
---|
405 | /** Executes the query, returning the results back in one list.
|
---|
406 | @remarks
|
---|
407 | This method executes the scene query as configured, gathers the results
|
---|
408 | into one structure and returns a reference to that structure. These
|
---|
409 | results will also persist in this query object until the next query is
|
---|
410 | executed, or clearResults() is called. An more lightweight version of
|
---|
411 | this method that returns results through a listener is also available.
|
---|
412 | */
|
---|
413 | virtual RaySceneQueryResult& execute(void);
|
---|
414 |
|
---|
415 | /** Executes the query and returns each match through a listener interface.
|
---|
416 | @remarks
|
---|
417 | Note that this method does not store the results of the query internally
|
---|
418 | so does not update the 'last result' value. This means that this version of
|
---|
419 | execute is more lightweight and therefore more efficient than the version
|
---|
420 | which returns the results as a collection.
|
---|
421 | */
|
---|
422 | virtual void execute(RaySceneQueryListener* listener) = 0;
|
---|
423 |
|
---|
424 | /** Gets the results of the last query that was run using this object, provided
|
---|
425 | the query was executed using the collection-returning version of execute.
|
---|
426 | */
|
---|
427 | virtual RaySceneQueryResult& getLastResults(void);
|
---|
428 | /** Clears the results of the last query execution.
|
---|
429 | @remarks
|
---|
430 | You only need to call this if you specifically want to free up the memory
|
---|
431 | used by this object to hold the last query results. This object clears the
|
---|
432 | results itself when executing and when destroying itself.
|
---|
433 | */
|
---|
434 | virtual void clearResults(void);
|
---|
435 |
|
---|
436 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
437 | bool queryResult(MovableObject* obj, Real distance);
|
---|
438 | /** Self-callback in order to deal with execute which returns collection. */
|
---|
439 | bool queryResult(SceneQuery::WorldFragment* fragment, Real distance);
|
---|
440 |
|
---|
441 |
|
---|
442 |
|
---|
443 |
|
---|
444 | };
|
---|
445 |
|
---|
446 | /** Alternative listener class for dealing with IntersectionSceneQuery.
|
---|
447 | @remarks
|
---|
448 | Because the IntersectionSceneQuery returns results in pairs, rather than singularly,
|
---|
449 | the listener interface must be customised from the standard SceneQueryListener.
|
---|
450 | */
|
---|
451 | class _OgreExport IntersectionSceneQueryListener
|
---|
452 | {
|
---|
453 | public:
|
---|
454 | virtual ~IntersectionSceneQueryListener() { }
|
---|
455 | /** Called when 2 movable objects intersect one another.
|
---|
456 | @remarks
|
---|
457 | As with SceneQueryListener, the implementor of this method should return 'true'
|
---|
458 | if further results are required, or 'false' to abandon any further results from
|
---|
459 | the current query.
|
---|
460 | */
|
---|
461 | virtual bool queryResult(MovableObject* first, MovableObject* second) = 0;
|
---|
462 |
|
---|
463 | /** Called when a movable intersects a world fragment.
|
---|
464 | @remarks
|
---|
465 | As with SceneQueryListener, the implementor of this method should return 'true'
|
---|
466 | if further results are required, or 'false' to abandon any further results from
|
---|
467 | the current query.
|
---|
468 | */
|
---|
469 | virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0;
|
---|
470 |
|
---|
471 | /* NB there are no results for world fragments intersecting other world fragments;
|
---|
472 | it is assumed that world geometry is either static or at least that self-intersections
|
---|
473 | are irrelevant or dealt with elsewhere (such as the custom scene manager) */
|
---|
474 |
|
---|
475 |
|
---|
476 | };
|
---|
477 |
|
---|
478 | typedef std::pair<MovableObject*, MovableObject*> SceneQueryMovableObjectPair;
|
---|
479 | typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> SceneQueryMovableObjectWorldFragmentPair;
|
---|
480 | typedef std::list<SceneQueryMovableObjectPair> SceneQueryMovableIntersectionList;
|
---|
481 | typedef std::list<SceneQueryMovableObjectWorldFragmentPair> SceneQueryMovableWorldFragmentIntersectionList;
|
---|
482 | /** Holds the results of an intersection scene query (pair values). */
|
---|
483 | struct _OgreExport IntersectionSceneQueryResult
|
---|
484 | {
|
---|
485 | /// List of movable / movable intersections (entities, particle systems etc)
|
---|
486 | SceneQueryMovableIntersectionList movables2movables;
|
---|
487 | /// List of movable / world intersections
|
---|
488 | SceneQueryMovableWorldFragmentIntersectionList movables2world;
|
---|
489 |
|
---|
490 |
|
---|
491 |
|
---|
492 | };
|
---|
493 |
|
---|
494 | /** Separate SceneQuery class to query for pairs of objects which are
|
---|
495 | possibly intersecting one another.
|
---|
496 | @remarks
|
---|
497 | This SceneQuery subclass considers the whole world and returns pairs of objects
|
---|
498 | which are close enough to each other that they may be intersecting. Because of
|
---|
499 | this slightly different focus, the return types and listener interface are
|
---|
500 | different for this class.
|
---|
501 | */
|
---|
502 | class _OgreExport IntersectionSceneQuery
|
---|
503 | : public SceneQuery, public IntersectionSceneQueryListener
|
---|
504 | {
|
---|
505 | protected:
|
---|
506 | IntersectionSceneQueryResult* mLastResult;
|
---|
507 | public:
|
---|
508 | IntersectionSceneQuery(SceneManager* mgr);
|
---|
509 | virtual ~IntersectionSceneQuery();
|
---|
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
|
---|
516 | executed, or clearResults() is called. An more lightweight version of
|
---|
517 | this method that returns results through a listener is also available.
|
---|
518 | */
|
---|
519 | virtual IntersectionSceneQueryResult& execute(void);
|
---|
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 |
|
---|
551 |
|
---|
552 |
|
---|
553 | #endif
|
---|