source: OGRE/trunk/ogrenew/OgreMain/src/OgreSceneQuery.cpp @ 692

Revision 692, 12.7 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#include "OgreStableHeaders.h"
26#include "OgreSceneQuery.h"
27#include "OgreException.h"
28#include "OgreSceneManager.h"
29
30namespace Ogre {
31
32    //-----------------------------------------------------------------------
33    SceneQuery::SceneQuery(SceneManager* mgr)
34        : mParentSceneMgr(mgr), mQueryMask(0xFFFFFFFF),
35                mWorldFragmentType(SceneQuery::WFT_NONE)
36    {
37                // default type mask to everything except lights & fx (previous behaviour)
38                mQueryTypeMask = (0xFFFFFFFF & ~SceneManager::FX_TYPE_MASK)
39                        & ~SceneManager::LIGHT_TYPE_MASK;
40
41    }
42    //-----------------------------------------------------------------------
43    SceneQuery::~SceneQuery()
44    {
45    }
46    //-----------------------------------------------------------------------
47    void SceneQuery::setQueryMask(uint32 mask)
48    {
49        mQueryMask = mask;
50    }
51    //-----------------------------------------------------------------------
52    uint32 SceneQuery::getQueryMask(void) const
53    {
54        return mQueryMask;
55    }
56        //-----------------------------------------------------------------------
57        void SceneQuery::setQueryTypeMask(uint32 mask)
58        {
59                mQueryTypeMask = mask;
60        }
61        //-----------------------------------------------------------------------
62        uint32 SceneQuery::getQueryTypeMask(void) const
63        {
64                return mQueryTypeMask;
65        }
66    //-----------------------------------------------------------------------
67    void SceneQuery::setWorldFragmentType(enum SceneQuery::WorldFragmentType wft)
68    {
69        // Check supported
70        if (mSupportedWorldFragments.find(wft) == mSupportedWorldFragments.end())
71        {
72            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This world fragment type is not supported.",
73                "SceneQuery::setWorldFragmentType");
74        }
75        mWorldFragmentType = wft;
76    }
77    //-----------------------------------------------------------------------
78    SceneQuery::WorldFragmentType
79    SceneQuery::getWorldFragmentType(void) const
80    {
81        return mWorldFragmentType;
82    }
83    //-----------------------------------------------------------------------
84    RegionSceneQuery::RegionSceneQuery(SceneManager* mgr)
85        :SceneQuery(mgr), mLastResult(NULL)
86    {
87    }
88    //-----------------------------------------------------------------------
89    RegionSceneQuery::~RegionSceneQuery()
90    {
91        clearResults();
92    }
93    //-----------------------------------------------------------------------
94    SceneQueryResult& RegionSceneQuery::getLastResults(void) const
95    {
96        assert(mLastResult);
97        return *mLastResult;
98    }
99    //-----------------------------------------------------------------------
100    void RegionSceneQuery::clearResults(void)
101    {
102        if (mLastResult)
103        {
104            delete mLastResult;
105        }
106        mLastResult = NULL;
107    }
108        //---------------------------------------------------------------------
109    SceneQueryResult&
110    RegionSceneQuery::execute(void)
111    {
112        clearResults();
113        mLastResult = new SceneQueryResult();
114        // Call callback version with self as listener
115        execute(this);
116        return *mLastResult;
117    }
118        //---------------------------------------------------------------------
119    bool RegionSceneQuery::
120        queryResult(MovableObject* obj)
121    {
122        // Add to internal list
123        mLastResult->movables.push_back(obj);
124        // Continue
125        return true;
126    }
127        //---------------------------------------------------------------------
128    bool RegionSceneQuery::queryResult(SceneQuery::WorldFragment* fragment)
129    {
130        // Add to internal list
131        mLastResult->worldFragments.push_back(fragment);
132        // Continue
133        return true;
134    }
135    //-----------------------------------------------------------------------
136    AxisAlignedBoxSceneQuery::AxisAlignedBoxSceneQuery(SceneManager* mgr)
137        : RegionSceneQuery(mgr)
138    {
139    }
140    //-----------------------------------------------------------------------
141    AxisAlignedBoxSceneQuery::~AxisAlignedBoxSceneQuery()
142    {
143    }
144    //-----------------------------------------------------------------------
145    void AxisAlignedBoxSceneQuery::setBox(const AxisAlignedBox& box)
146    {
147        mAABB = box;
148    }
149    //-----------------------------------------------------------------------
150    const AxisAlignedBox& AxisAlignedBoxSceneQuery::getBox(void) const
151    {
152        return mAABB;
153    }
154    //-----------------------------------------------------------------------
155    SphereSceneQuery::SphereSceneQuery(SceneManager* mgr)
156        : RegionSceneQuery(mgr)
157    {
158    }
159    //-----------------------------------------------------------------------
160    SphereSceneQuery::~SphereSceneQuery()
161    {
162    }
163    //-----------------------------------------------------------------------
164    void SphereSceneQuery::setSphere(const Sphere& sphere)
165    {
166        mSphere = sphere;
167    }
168    //-----------------------------------------------------------------------
169    const Sphere& SphereSceneQuery::getSphere() const
170    {
171        return mSphere;
172    }
173
174    //-----------------------------------------------------------------------
175    PlaneBoundedVolumeListSceneQuery::PlaneBoundedVolumeListSceneQuery(SceneManager* mgr)
176        : RegionSceneQuery(mgr)
177    {
178    }
179    //-----------------------------------------------------------------------
180    PlaneBoundedVolumeListSceneQuery::~PlaneBoundedVolumeListSceneQuery()
181    {
182    }
183    //-----------------------------------------------------------------------
184    void PlaneBoundedVolumeListSceneQuery::setVolumes(const PlaneBoundedVolumeList& volumes)
185    {
186        mVolumes = volumes;
187    }
188    //-----------------------------------------------------------------------
189    const PlaneBoundedVolumeList& PlaneBoundedVolumeListSceneQuery::getVolumes() const
190    {
191        return mVolumes;
192    }
193
194    //-----------------------------------------------------------------------
195    RaySceneQuery::RaySceneQuery(SceneManager* mgr) : SceneQuery(mgr)
196    {
197        mSortByDistance = false;
198        mMaxResults = 0;
199    }
200    //-----------------------------------------------------------------------
201    RaySceneQuery::~RaySceneQuery()
202    {
203    }
204    //-----------------------------------------------------------------------
205    void RaySceneQuery::setRay(const Ray& ray)
206    {
207        mRay = ray;
208    }
209    //-----------------------------------------------------------------------
210    const Ray& RaySceneQuery::getRay(void) const
211    {
212        return mRay;
213    }
214    //-----------------------------------------------------------------------
215    void RaySceneQuery::setSortByDistance(bool sort, ushort maxresults)
216    {
217        mSortByDistance = sort;
218        mMaxResults = maxresults;
219    }
220    //-----------------------------------------------------------------------
221    bool RaySceneQuery::getSortByDistance(void) const
222    {
223        return mSortByDistance;
224    }
225    //-----------------------------------------------------------------------
226    ushort RaySceneQuery::getMaxResults(void) const
227    {
228        return mMaxResults;
229    }
230    //-----------------------------------------------------------------------
231    RaySceneQueryResult& RaySceneQuery::execute(void)
232    {
233        // Clear without freeing the vector buffer
234        mResult.clear();
235       
236        // Call callback version with self as listener
237        this->execute(this);
238
239        if (mSortByDistance)
240        {
241            if (mMaxResults != 0 && mMaxResults < mResult.size())
242            {
243                // Partially sort the N smallest elements, discard others
244                std::partial_sort(mResult.begin(), mResult.begin()+mMaxResults, mResult.end());
245                mResult.resize(mMaxResults);
246            }
247            else
248            {
249                // Sort entire result array
250                std::sort(mResult.begin(), mResult.end());
251            }
252        }
253
254        return mResult;
255    }
256    //-----------------------------------------------------------------------
257    RaySceneQueryResult& RaySceneQuery::getLastResults(void)
258    {
259        return mResult;
260    }
261    //-----------------------------------------------------------------------
262    void RaySceneQuery::clearResults(void)
263    {
264        // C++ idiom to free vector buffer: swap with empty vector
265        RaySceneQueryResult().swap(mResult);
266    }
267    //-----------------------------------------------------------------------
268    bool RaySceneQuery::queryResult(MovableObject* obj, Real distance)
269    {
270        // Add to internal list
271        RaySceneQueryResultEntry dets;
272        dets.distance = distance;
273        dets.movable = obj;
274        dets.worldFragment = NULL;
275        mResult.push_back(dets);
276        // Continue
277        return true;
278    }
279    //-----------------------------------------------------------------------
280    bool RaySceneQuery::queryResult(SceneQuery::WorldFragment* fragment, Real distance)
281    {
282        // Add to internal list
283        RaySceneQueryResultEntry dets;
284        dets.distance = distance;
285        dets.movable = NULL;
286        dets.worldFragment = fragment;
287        mResult.push_back(dets);
288        // Continue
289        return true;
290    }
291    //-----------------------------------------------------------------------
292    /*
293    PyramidSceneQuery::PyramidSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr)
294    {
295    }
296    //-----------------------------------------------------------------------
297    PyramidSceneQuery::~PyramidSceneQuery()
298    {
299    }
300    */
301    //-----------------------------------------------------------------------
302    IntersectionSceneQuery::IntersectionSceneQuery(SceneManager* mgr)
303    : SceneQuery(mgr), mLastResult(NULL)
304    {
305    }
306    //-----------------------------------------------------------------------
307    IntersectionSceneQuery::~IntersectionSceneQuery()
308    {
309        clearResults();
310    }
311    //-----------------------------------------------------------------------
312    IntersectionSceneQueryResult& IntersectionSceneQuery::getLastResults(void) const
313    {
314        assert(mLastResult);
315        return *mLastResult;
316    }
317    //-----------------------------------------------------------------------
318    void IntersectionSceneQuery::clearResults(void)
319    {
320        if (mLastResult)
321        {
322            delete mLastResult;
323        }
324        mLastResult = NULL;
325    }
326        //---------------------------------------------------------------------
327    IntersectionSceneQueryResult&
328    IntersectionSceneQuery::execute(void)
329    {
330        clearResults();
331        mLastResult = new IntersectionSceneQueryResult();
332        // Call callback version with self as listener
333        execute(this);
334        return *mLastResult;
335    }
336        //---------------------------------------------------------------------
337    bool IntersectionSceneQuery::
338        queryResult(MovableObject* first, MovableObject* second)
339    {
340        // Add to internal list
341        mLastResult->movables2movables.push_back(
342            SceneQueryMovableObjectPair(first, second)
343            );
344        // Continue
345        return true;
346    }
347        //---------------------------------------------------------------------
348    bool IntersectionSceneQuery::
349        queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment)
350    {
351        // Add to internal list
352        mLastResult->movables2world.push_back(
353            SceneQueryMovableObjectWorldFragmentPair(movable, fragment)
354            );
355        // Continue
356        return true;
357    }
358
359
360
361
362}
363   
364
365
366
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