/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreSceneQuery.h" #include "OgreException.h" namespace Ogre { //----------------------------------------------------------------------- SceneQuery::SceneQuery(SceneManager* mgr) : mParentSceneMgr(mgr), mQueryMask(0xFFFFFFFF), mWorldFragmentType(SceneQuery::WFT_NONE) { } //----------------------------------------------------------------------- SceneQuery::~SceneQuery() { } //----------------------------------------------------------------------- void SceneQuery::setQueryMask(unsigned long mask) { mQueryMask = mask; } //----------------------------------------------------------------------- unsigned long SceneQuery::getQueryMask(void) const { return mQueryMask; } //----------------------------------------------------------------------- void SceneQuery::setWorldFragmentType(enum SceneQuery::WorldFragmentType wft) { // Check supported if (mSupportedWorldFragments.find(wft) == mSupportedWorldFragments.end()) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This world fragment type is not supported.", "SceneQuery::setWorldFragmentType"); } mWorldFragmentType = wft; } //----------------------------------------------------------------------- SceneQuery::WorldFragmentType SceneQuery::getWorldFragmentType(void) const { return mWorldFragmentType; } //----------------------------------------------------------------------- RegionSceneQuery::RegionSceneQuery(SceneManager* mgr) :SceneQuery(mgr), mLastResult(NULL) { } //----------------------------------------------------------------------- RegionSceneQuery::~RegionSceneQuery() { clearResults(); } //----------------------------------------------------------------------- SceneQueryResult& RegionSceneQuery::getLastResults(void) const { assert(mLastResult); return *mLastResult; } //----------------------------------------------------------------------- void RegionSceneQuery::clearResults(void) { if (mLastResult) { delete mLastResult; } mLastResult = NULL; } //--------------------------------------------------------------------- SceneQueryResult& RegionSceneQuery::execute(void) { clearResults(); mLastResult = new SceneQueryResult(); // Call callback version with self as listener execute(this); return *mLastResult; } //--------------------------------------------------------------------- bool RegionSceneQuery:: queryResult(MovableObject* obj) { // Add to internal list mLastResult->movables.push_back(obj); // Continue return true; } //--------------------------------------------------------------------- bool RegionSceneQuery::queryResult(SceneQuery::WorldFragment* fragment) { // Add to internal list mLastResult->worldFragments.push_back(fragment); // Continue return true; } //----------------------------------------------------------------------- AxisAlignedBoxSceneQuery::AxisAlignedBoxSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr) { } //----------------------------------------------------------------------- AxisAlignedBoxSceneQuery::~AxisAlignedBoxSceneQuery() { } //----------------------------------------------------------------------- void AxisAlignedBoxSceneQuery::setBox(const AxisAlignedBox& box) { mAABB = box; } //----------------------------------------------------------------------- const AxisAlignedBox& AxisAlignedBoxSceneQuery::getBox(void) const { return mAABB; } //----------------------------------------------------------------------- SphereSceneQuery::SphereSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr) { } //----------------------------------------------------------------------- SphereSceneQuery::~SphereSceneQuery() { } //----------------------------------------------------------------------- void SphereSceneQuery::setSphere(const Sphere& sphere) { mSphere = sphere; } //----------------------------------------------------------------------- const Sphere& SphereSceneQuery::getSphere() const { return mSphere; } //----------------------------------------------------------------------- PlaneBoundedVolumeListSceneQuery::PlaneBoundedVolumeListSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr) { } //----------------------------------------------------------------------- PlaneBoundedVolumeListSceneQuery::~PlaneBoundedVolumeListSceneQuery() { } //----------------------------------------------------------------------- void PlaneBoundedVolumeListSceneQuery::setVolumes(const PlaneBoundedVolumeList& volumes) { mVolumes = volumes; } //----------------------------------------------------------------------- const PlaneBoundedVolumeList& PlaneBoundedVolumeListSceneQuery::getVolumes() const { return mVolumes; } //----------------------------------------------------------------------- RaySceneQuery::RaySceneQuery(SceneManager* mgr) : SceneQuery(mgr) { mSortByDistance = false; mMaxResults = 0; mLastResult = NULL; } //----------------------------------------------------------------------- RaySceneQuery::~RaySceneQuery() { clearResults(); } //----------------------------------------------------------------------- void RaySceneQuery::setRay(const Ray& ray) { mRay = ray; } //----------------------------------------------------------------------- const Ray& RaySceneQuery::getRay(void) const { return mRay; } //----------------------------------------------------------------------- void RaySceneQuery::setSortByDistance(bool sort, ushort maxresults) { mSortByDistance = sort; mMaxResults = maxresults; } //----------------------------------------------------------------------- bool RaySceneQuery::getSortByDistance(void) const { return mSortByDistance; } //----------------------------------------------------------------------- ushort RaySceneQuery::getMaxResults(void) const { return mMaxResults; } //----------------------------------------------------------------------- RaySceneQueryResult& RaySceneQuery::execute(void) { clearResults(); mLastResult = new RaySceneQueryResult(); // Call callback version with self as listener this->execute(this); if (mSortByDistance) { // Perform sort mLastResult->sort(); if (mMaxResults && mLastResult->size() > mMaxResults) { // Constrain to maxresults RaySceneQueryResult::iterator start; int x = 0; for(start = mLastResult->begin(); x < mMaxResults; ++x) { // Increment deletion start point ++start; } // erase mLastResult->erase(start, mLastResult->end()); } } return *mLastResult; } //----------------------------------------------------------------------- RaySceneQueryResult& RaySceneQuery::getLastResults(void) const { assert (mLastResult); return *mLastResult; } //----------------------------------------------------------------------- void RaySceneQuery::clearResults(void) { if (mLastResult) { delete mLastResult; } mLastResult = NULL; } //----------------------------------------------------------------------- bool RaySceneQuery::queryResult(MovableObject* obj, Real distance) { // Add to internal list RaySceneQueryResultEntry dets; dets.distance = distance; dets.movable = obj; dets.worldFragment = NULL; mLastResult->push_back(dets); // Continue return true; } //----------------------------------------------------------------------- bool RaySceneQuery::queryResult(SceneQuery::WorldFragment* fragment, Real distance) { // Add to internal list RaySceneQueryResultEntry dets; dets.distance = distance; dets.movable = NULL; dets.worldFragment = fragment; mLastResult->push_back(dets); // Continue return true; } //----------------------------------------------------------------------- /* PyramidSceneQuery::PyramidSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr) { } //----------------------------------------------------------------------- PyramidSceneQuery::~PyramidSceneQuery() { } */ //----------------------------------------------------------------------- IntersectionSceneQuery::IntersectionSceneQuery(SceneManager* mgr) : SceneQuery(mgr), mLastResult(NULL) { } //----------------------------------------------------------------------- IntersectionSceneQuery::~IntersectionSceneQuery() { clearResults(); } //----------------------------------------------------------------------- IntersectionSceneQueryResult& IntersectionSceneQuery::getLastResults(void) const { assert(mLastResult); return *mLastResult; } //----------------------------------------------------------------------- void IntersectionSceneQuery::clearResults(void) { if (mLastResult) { delete mLastResult; } mLastResult = NULL; } //--------------------------------------------------------------------- IntersectionSceneQueryResult& IntersectionSceneQuery::execute(void) { clearResults(); mLastResult = new IntersectionSceneQueryResult(); // Call callback version with self as listener execute(this); return *mLastResult; } //--------------------------------------------------------------------- bool IntersectionSceneQuery:: queryResult(MovableObject* first, MovableObject* second) { // Add to internal list mLastResult->movables2movables.push_back( SceneQueryMovableObjectPair(first, second) ); // Continue return true; } //--------------------------------------------------------------------- bool IntersectionSceneQuery:: queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) { // Add to internal list mLastResult->movables2world.push_back( SceneQueryMovableObjectWorldFragmentPair(movable, fragment) ); // Continue return true; } }