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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __SceneQuery_H__ |
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30 | #define __SceneQuery_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreAxisAlignedBox.h" |
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34 | #include "OgreSphere.h" |
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35 | #include "OgreRay.h" |
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36 | #include "OgreRenderOperation.h" |
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37 | #include "OgrePlaneBoundedVolume.h" |
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38 | |
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39 | namespace Ogre { |
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40 | |
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41 | // forward declaration |
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42 | class SceneQueryListener; |
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43 | /** A class for performing queries on a scene. |
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44 | @remarks |
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45 | This is an abstract class for performing a query on a scene, i.e. to retrieve |
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46 | a list of objects and/or world geometry sections which are potentially intersecting a |
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47 | given region. Note the use of the word 'potentially': the results of a scene query |
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48 | are generated based on bounding volumes, and as such are not correct at a triangle |
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49 | level; the user of the SceneQuery is expected to filter the results further if |
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50 | greater accuracy is required. |
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51 | @par |
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52 | Different SceneManagers will implement these queries in different ways to |
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53 | exploit their particular scene organisation, and thus will provide their own |
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54 | concrete subclasses. In fact, these subclasses will be derived from subclasses |
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55 | of this class rather than directly because there will be region-type classes |
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56 | in between. |
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57 | @par |
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58 | These queries could have just been implemented as methods on the SceneManager, |
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59 | however, they are wrapped up as objects to allow 'compilation' of queries |
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60 | if deemed appropriate by the implementation; i.e. each concrete subclass may |
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61 | precalculate information (such as fixed scene partitions involved in the query) |
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62 | to speed up the repeated use of the query. |
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63 | @par |
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64 | You should never try to create a SceneQuery object yourself, they should be created |
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65 | using the SceneManager interfaces for the type of query required, e.g. |
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66 | SceneManager::createSphereSceneQuery. |
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67 | */ |
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68 | class _OgreExport SceneQuery |
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69 | { |
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70 | public: |
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71 | /** This type can be used by collaborating applications & SceneManagers to |
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72 | agree on the type of world geometry to be returned from queries. Not all |
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73 | these types will be supported by all SceneManagers; once the application |
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74 | has decided which SceneManager specialisation to use, it is expected that |
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75 | it will know which type of world geometry abstraction is available to it. |
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76 | */ |
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77 | enum WorldFragmentType { |
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78 | /// Return no world geometry hits at all |
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79 | WFT_NONE, |
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80 | /// Return pointers to convex plane-bounded regions |
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81 | WFT_PLANE_BOUNDED_REGION, |
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82 | /// Return a single intersection point (typically RaySceneQuery only) |
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83 | WFT_SINGLE_INTERSECTION, |
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84 | /// Custom geometry as defined by the SceneManager |
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85 | WFT_CUSTOM_GEOMETRY, |
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86 | /// General RenderOperation structure |
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87 | WFT_RENDER_OPERATION |
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88 | }; |
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89 | |
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90 | /** Represents part of the world geometry that is a result of a SceneQuery. |
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91 | @remarks |
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92 | Since world geometry is normally vast and sprawling, we need a way of |
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93 | retrieving parts of it based on a query. That is what this struct is for; |
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94 | note there are potentially as many data structures for world geometry as there |
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95 | are SceneManagers, however this structure includes a few common abstractions as |
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96 | well as a more general format. |
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97 | @par |
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98 | The type of world fragment that is returned from a query depends on the |
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99 | SceneManager, and the option set using SceneQuery::setWorldFragmentType. |
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100 | You can see what fragment types are supported on the query in question by |
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101 | calling SceneQuery::getSupportedWorldFragmentTypes(). |
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102 | */ |
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103 | struct WorldFragment { |
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104 | /// The type of this world fragment |
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105 | WorldFragmentType fragmentType; |
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106 | /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION |
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107 | Vector3 singleIntersection; |
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108 | /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION |
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109 | std::list<Plane>* planes; |
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110 | /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY |
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111 | void* geometry; |
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112 | /// General render operation structure, fallback if nothing else is available |
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113 | RenderOperation* renderOp; |
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114 | |
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115 | }; |
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116 | protected: |
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117 | SceneManager* mParentSceneMgr; |
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118 | uint32 mQueryMask; |
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119 | uint32 mQueryTypeMask; |
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120 | std::set<WorldFragmentType> mSupportedWorldFragments; |
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121 | WorldFragmentType mWorldFragmentType; |
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122 | |
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123 | public: |
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124 | /** Standard constructor, should be called by SceneManager. */ |
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125 | SceneQuery(SceneManager* mgr); |
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126 | virtual ~SceneQuery(); |
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127 | |
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128 | /** Sets the mask for results of this query. |
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129 | @remarks |
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130 | This method allows you to set a 'mask' to limit the results of this |
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131 | query to certain types of result. The actual meaning of this value is |
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132 | up to the application; basically MovableObject instances will only be returned |
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133 | from this query if a bitwise AND operation between this mask value and the |
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134 | MovableObject::getQueryFlags value is non-zero. The application will |
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135 | have to decide what each of the bits means. |
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136 | */ |
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137 | virtual void setQueryMask(uint32 mask); |
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138 | /** Returns the current mask for this query. */ |
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139 | virtual uint32 getQueryMask(void) const; |
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140 | |
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141 | /** Sets the type mask for results of this query. |
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142 | @remarks |
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143 | This method allows you to set a 'type mask' to limit the results of this |
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144 | query to certain types of objects. Whilst setQueryMask deals with flags |
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145 | set per instance of object, this method deals with setting a mask on |
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146 | flags set per type of object. Both may exclude an object from query |
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147 | results. |
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148 | */ |
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149 | virtual void setQueryTypeMask(uint32 mask); |
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150 | /** Returns the current mask for this query. */ |
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151 | virtual uint32 getQueryTypeMask(void) const; |
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152 | |
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153 | /** Tells the query what kind of world geometry to return from queries; |
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154 | often the full renderable geometry is not what is needed. |
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155 | @remarks |
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156 | The application receiving the world geometry is expected to know |
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157 | what to do with it; inevitably this means that the application must |
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158 | have knowledge of at least some of the structures |
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159 | used by the custom SceneManager. |
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160 | @par |
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161 | The default setting is WFT_NONE. |
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162 | */ |
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163 | virtual void setWorldFragmentType(enum WorldFragmentType wft); |
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164 | |
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165 | /** Gets the current world fragment types to be returned from the query. */ |
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166 | virtual WorldFragmentType getWorldFragmentType(void) const; |
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167 | |
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168 | /** Returns the types of world fragments this query supports. */ |
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169 | virtual const std::set<WorldFragmentType>* getSupportedWorldFragmentTypes(void) const |
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170 | {return &mSupportedWorldFragments;} |
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171 | |
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172 | |
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173 | }; |
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174 | |
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175 | /** This optional class allows you to receive per-result callbacks from |
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176 | SceneQuery executions instead of a single set of consolidated results. |
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177 | @remarks |
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178 | You should override this with your own subclass. Note that certain query |
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179 | classes may refine this listener interface. |
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180 | */ |
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181 | class _OgreExport SceneQueryListener |
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182 | { |
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183 | public: |
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184 | virtual ~SceneQueryListener() { } |
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185 | /** Called when a MovableObject is returned by a query. |
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186 | @remarks |
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187 | The implementor should return 'true' to continue returning objects, |
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188 | or 'false' to abandon any further results from this query. |
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189 | */ |
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190 | virtual bool queryResult(MovableObject* object) = 0; |
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191 | /** Called when a WorldFragment is returned by a query. |
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192 | @remarks |
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193 | The implementor should return 'true' to continue returning objects, |
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194 | or 'false' to abandon any further results from this query. |
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195 | */ |
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196 | virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0; |
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197 | |
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198 | }; |
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199 | |
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200 | typedef std::list<MovableObject*> SceneQueryResultMovableList; |
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201 | typedef std::list<SceneQuery::WorldFragment*> SceneQueryResultWorldFragmentList; |
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202 | /** Holds the results of a scene query. */ |
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203 | struct _OgreExport SceneQueryResult |
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204 | { |
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205 | /// List of movable objects in the query (entities, particle systems etc) |
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206 | SceneQueryResultMovableList movables; |
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207 | /// List of world fragments |
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208 | SceneQueryResultWorldFragmentList worldFragments; |
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209 | }; |
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210 | |
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211 | /** Abstract class defining a query which returns single results from a region. |
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212 | @remarks |
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213 | This class is simply a generalisation of the subtypes of query that return |
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214 | a set of individual results in a region. See the SceneQuery class for abstract |
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215 | information, and subclasses for the detail of each query type. |
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216 | */ |
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217 | class _OgreExport RegionSceneQuery |
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218 | : public SceneQuery, public SceneQueryListener |
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219 | { |
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220 | protected: |
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221 | SceneQueryResult* mLastResult; |
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222 | public: |
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223 | /** Standard constructor, should be called by SceneManager. */ |
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224 | RegionSceneQuery(SceneManager* mgr); |
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225 | virtual ~RegionSceneQuery(); |
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226 | /** Executes the query, returning the results back in one list. |
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227 | @remarks |
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228 | This method executes the scene query as configured, gathers the results |
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229 | into one structure and returns a reference to that structure. These |
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230 | results will also persist in this query object until the next query is |
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231 | executed, or clearResults() is called. An more lightweight version of |
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232 | this method that returns results through a listener is also available. |
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233 | */ |
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234 | virtual SceneQueryResult& execute(void); |
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235 | |
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236 | /** Executes the query and returns each match through a listener interface. |
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237 | @remarks |
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238 | Note that this method does not store the results of the query internally |
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239 | so does not update the 'last result' value. This means that this version of |
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240 | execute is more lightweight and therefore more efficient than the version |
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241 | which returns the results as a collection. |
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242 | */ |
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243 | virtual void execute(SceneQueryListener* listener) = 0; |
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244 | |
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245 | /** Gets the results of the last query that was run using this object, provided |
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246 | the query was executed using the collection-returning version of execute. |
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247 | */ |
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248 | virtual SceneQueryResult& getLastResults(void) const; |
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249 | /** Clears the results of the last query execution. |
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250 | @remarks |
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251 | You only need to call this if you specifically want to free up the memory |
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252 | used by this object to hold the last query results. This object clears the |
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253 | results itself when executing and when destroying itself. |
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254 | */ |
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255 | virtual void clearResults(void); |
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256 | |
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257 | /** Self-callback in order to deal with execute which returns collection. */ |
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258 | bool queryResult(MovableObject* first); |
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259 | /** Self-callback in order to deal with execute which returns collection. */ |
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260 | bool queryResult(SceneQuery::WorldFragment* fragment); |
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261 | }; |
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262 | |
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263 | /** Specialises the SceneQuery class for querying within an axis aligned box. */ |
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264 | class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery |
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265 | { |
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266 | protected: |
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267 | AxisAlignedBox mAABB; |
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268 | public: |
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269 | AxisAlignedBoxSceneQuery(SceneManager* mgr); |
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270 | virtual ~AxisAlignedBoxSceneQuery(); |
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271 | |
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272 | /** Sets the size of the box you wish to query. */ |
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273 | void setBox(const AxisAlignedBox& box); |
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274 | |
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275 | /** Gets the box which is being used for this query. */ |
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276 | const AxisAlignedBox& getBox(void) const; |
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277 | |
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278 | }; |
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279 | |
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280 | /** Specialises the SceneQuery class for querying within a sphere. */ |
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281 | class _OgreExport SphereSceneQuery : public RegionSceneQuery |
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282 | { |
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283 | protected: |
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284 | Sphere mSphere; |
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285 | public: |
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286 | SphereSceneQuery(SceneManager* mgr); |
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287 | virtual ~SphereSceneQuery(); |
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288 | /** Sets the sphere which is to be used for this query. */ |
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289 | void setSphere(const Sphere& sphere); |
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290 | |
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291 | /** Gets the sphere which is being used for this query. */ |
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292 | const Sphere& getSphere() const; |
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293 | |
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294 | }; |
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295 | |
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296 | /** Specialises the SceneQuery class for querying within a plane-bounded volume. |
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297 | */ |
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298 | class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery |
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299 | { |
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300 | protected: |
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301 | PlaneBoundedVolumeList mVolumes; |
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302 | public: |
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303 | PlaneBoundedVolumeListSceneQuery(SceneManager* mgr); |
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304 | virtual ~PlaneBoundedVolumeListSceneQuery(); |
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305 | /** Sets the volume which is to be used for this query. */ |
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306 | void setVolumes(const PlaneBoundedVolumeList& volumes); |
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307 | |
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308 | /** Gets the volume which is being used for this query. */ |
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309 | const PlaneBoundedVolumeList& getVolumes() const; |
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310 | |
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311 | }; |
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312 | |
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313 | |
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314 | /* |
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315 | /// Specialises the SceneQuery class for querying within a pyramid. |
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316 | class _OgreExport PyramidSceneQuery : public RegionSceneQuery |
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317 | { |
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318 | public: |
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319 | PyramidSceneQuery(SceneManager* mgr); |
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320 | virtual ~PyramidSceneQuery(); |
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321 | }; |
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322 | */ |
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323 | |
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324 | /** Alternative listener class for dealing with RaySceneQuery. |
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325 | @remarks |
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326 | Because the RaySceneQuery returns results in an extra bit of information, namely |
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327 | distance, the listener interface must be customised from the standard SceneQueryListener. |
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328 | */ |
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329 | class _OgreExport RaySceneQueryListener |
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330 | { |
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331 | public: |
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332 | virtual ~RaySceneQueryListener() { } |
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333 | /** Called when a movable objects intersects the ray. |
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334 | @remarks |
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335 | As with SceneQueryListener, the implementor of this method should return 'true' |
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336 | if further results are required, or 'false' to abandon any further results from |
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337 | the current query. |
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338 | */ |
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339 | virtual bool queryResult(MovableObject* obj, Real distance) = 0; |
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340 | |
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341 | /** Called when a world fragment is intersected by the ray. |
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342 | @remarks |
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343 | As with SceneQueryListener, the implementor of this method should return 'true' |
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344 | if further results are required, or 'false' to abandon any further results from |
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345 | the current query. |
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346 | */ |
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347 | virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0; |
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348 | |
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349 | }; |
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350 | |
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351 | /** This struct allows a single comparison of result data no matter what the type */ |
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352 | struct _OgreExport RaySceneQueryResultEntry |
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353 | { |
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354 | /// Distance along the ray |
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355 | Real distance; |
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356 | /// The movable, or NULL if this is not a movable result |
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357 | MovableObject* movable; |
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358 | /// The world fragment, or NULL if this is not a fragment result |
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359 | SceneQuery::WorldFragment* worldFragment; |
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360 | /// Comparison operator for sorting |
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361 | bool operator < (const RaySceneQueryResultEntry& rhs) const |
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362 | { |
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363 | return this->distance < rhs.distance; |
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364 | } |
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365 | |
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366 | }; |
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367 | typedef std::vector<RaySceneQueryResultEntry> RaySceneQueryResult; |
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368 | |
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369 | /** Specialises the SceneQuery class for querying along a ray. */ |
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370 | class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener |
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371 | { |
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372 | protected: |
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373 | Ray mRay; |
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374 | bool mSortByDistance; |
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375 | ushort mMaxResults; |
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376 | RaySceneQueryResult mResult; |
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377 | |
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378 | public: |
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379 | RaySceneQuery(SceneManager* mgr); |
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380 | virtual ~RaySceneQuery(); |
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381 | /** Sets the ray which is to be used for this query. */ |
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382 | virtual void setRay(const Ray& ray); |
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383 | /** Gets the ray which is to be used for this query. */ |
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384 | virtual const Ray& getRay(void) const; |
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385 | /** Sets whether the results of this query will be sorted by distance along the ray. |
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386 | @remarks |
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387 | Often you want to know what was the first object a ray intersected with, and this |
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388 | method allows you to ask the query to sort the results so that the nearest results |
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389 | are listed first. |
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390 | @par |
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391 | Note that because the query returns results based on bounding volumes, the ray may not |
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392 | actually intersect the detail of the objects returned from the query, just their |
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393 | bounding volumes. For this reason the caller is advised to use more detailed |
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394 | intersection tests on the results if a more accurate result is required; OGRE uses |
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395 | bounds checking in order to give the most speedy results since not all applications |
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396 | need extreme accuracy. |
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397 | @param sort If true, results will be sorted. |
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398 | @param maxresults If sorting is enabled, this value can be used to constrain the maximum number |
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399 | of results that are returned. Please note (as above) that the use of bounding volumes mean that |
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400 | accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail. |
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401 | 0 means unlimited results. |
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402 | */ |
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403 | virtual void setSortByDistance(bool sort, ushort maxresults = 0); |
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404 | /** Gets whether the results are sorted by distance. */ |
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405 | virtual bool getSortByDistance(void) const; |
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406 | /** Gets the maximum number of results returned from the query (only relevant if |
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407 | results are being sorted) */ |
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408 | virtual ushort getMaxResults(void) const; |
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409 | /** Executes the query, returning the results back in one list. |
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410 | @remarks |
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411 | This method executes the scene query as configured, gathers the results |
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412 | into one structure and returns a reference to that structure. These |
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413 | results will also persist in this query object until the next query is |
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414 | executed, or clearResults() is called. An more lightweight version of |
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415 | this method that returns results through a listener is also available. |
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416 | */ |
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417 | virtual RaySceneQueryResult& execute(void); |
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418 | |
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419 | /** Executes the query and returns each match through a listener interface. |
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420 | @remarks |
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421 | Note that this method does not store the results of the query internally |
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422 | so does not update the 'last result' value. This means that this version of |
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423 | execute is more lightweight and therefore more efficient than the version |
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424 | which returns the results as a collection. |
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425 | */ |
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426 | virtual void execute(RaySceneQueryListener* listener) = 0; |
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427 | |
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428 | /** Gets the results of the last query that was run using this object, provided |
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429 | the query was executed using the collection-returning version of execute. |
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430 | */ |
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431 | virtual RaySceneQueryResult& getLastResults(void); |
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432 | /** Clears the results of the last query execution. |
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433 | @remarks |
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434 | You only need to call this if you specifically want to free up the memory |
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435 | used by this object to hold the last query results. This object clears the |
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436 | results itself when executing and when destroying itself. |
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437 | */ |
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438 | virtual void clearResults(void); |
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439 | |
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440 | /** Self-callback in order to deal with execute which returns collection. */ |
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441 | bool queryResult(MovableObject* obj, Real distance); |
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442 | /** Self-callback in order to deal with execute which returns collection. */ |
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443 | bool queryResult(SceneQuery::WorldFragment* fragment, Real distance); |
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444 | |
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445 | |
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446 | |
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447 | |
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448 | }; |
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449 | |
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450 | /** Alternative listener class for dealing with IntersectionSceneQuery. |
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451 | @remarks |
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452 | Because the IntersectionSceneQuery returns results in pairs, rather than singularly, |
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453 | the listener interface must be customised from the standard SceneQueryListener. |
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454 | */ |
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455 | class _OgreExport IntersectionSceneQueryListener |
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456 | { |
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457 | public: |
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458 | virtual ~IntersectionSceneQueryListener() { } |
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459 | /** Called when 2 movable objects intersect one another. |
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460 | @remarks |
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461 | As with SceneQueryListener, the implementor of this method should return 'true' |
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462 | if further results are required, or 'false' to abandon any further results from |
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463 | the current query. |
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464 | */ |
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465 | virtual bool queryResult(MovableObject* first, MovableObject* second) = 0; |
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466 | |
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467 | /** Called when a movable intersects a world fragment. |
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468 | @remarks |
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469 | As with SceneQueryListener, the implementor of this method should return 'true' |
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470 | if further results are required, or 'false' to abandon any further results from |
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471 | the current query. |
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472 | */ |
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473 | virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0; |
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474 | |
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475 | /* NB there are no results for world fragments intersecting other world fragments; |
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476 | it is assumed that world geometry is either static or at least that self-intersections |
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477 | are irrelevant or dealt with elsewhere (such as the custom scene manager) */ |
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478 | |
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479 | |
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480 | }; |
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481 | |
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482 | typedef std::pair<MovableObject*, MovableObject*> SceneQueryMovableObjectPair; |
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483 | typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> SceneQueryMovableObjectWorldFragmentPair; |
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484 | typedef std::list<SceneQueryMovableObjectPair> SceneQueryMovableIntersectionList; |
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485 | typedef std::list<SceneQueryMovableObjectWorldFragmentPair> SceneQueryMovableWorldFragmentIntersectionList; |
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486 | /** Holds the results of an intersection scene query (pair values). */ |
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487 | struct _OgreExport IntersectionSceneQueryResult |
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488 | { |
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489 | /// List of movable / movable intersections (entities, particle systems etc) |
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490 | SceneQueryMovableIntersectionList movables2movables; |
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491 | /// List of movable / world intersections |
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492 | SceneQueryMovableWorldFragmentIntersectionList movables2world; |
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493 | |
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494 | |
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495 | |
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496 | }; |
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497 | |
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498 | /** Separate SceneQuery class to query for pairs of objects which are |
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499 | possibly intersecting one another. |
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500 | @remarks |
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501 | This SceneQuery subclass considers the whole world and returns pairs of objects |
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502 | which are close enough to each other that they may be intersecting. Because of |
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503 | this slightly different focus, the return types and listener interface are |
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504 | different for this class. |
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505 | */ |
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506 | class _OgreExport IntersectionSceneQuery |
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507 | : public SceneQuery, public IntersectionSceneQueryListener |
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508 | { |
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509 | protected: |
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510 | IntersectionSceneQueryResult* mLastResult; |
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511 | public: |
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512 | IntersectionSceneQuery(SceneManager* mgr); |
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513 | virtual ~IntersectionSceneQuery(); |
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514 | |
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515 | /** Executes the query, returning the results back in one list. |
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516 | @remarks |
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517 | This method executes the scene query as configured, gathers the results |
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518 | into one structure and returns a reference to that structure. These |
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519 | results will also persist in this query object until the next query is |
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520 | executed, or clearResults() is called. An more lightweight version of |
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521 | this method that returns results through a listener is also available. |
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522 | */ |
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523 | virtual IntersectionSceneQueryResult& execute(void); |
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524 | |
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525 | /** Executes the query and returns each match through a listener interface. |
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526 | @remarks |
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527 | Note that this method does not store the results of the query internally |
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528 | so does not update the 'last result' value. This means that this version of |
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529 | execute is more lightweight and therefore more efficient than the version |
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530 | which returns the results as a collection. |
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531 | */ |
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532 | virtual void execute(IntersectionSceneQueryListener* listener) = 0; |
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533 | |
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534 | /** Gets the results of the last query that was run using this object, provided |
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535 | the query was executed using the collection-returning version of execute. |
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536 | */ |
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537 | virtual IntersectionSceneQueryResult& getLastResults(void) const; |
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538 | /** Clears the results of the last query execution. |
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539 | @remarks |
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540 | You only need to call this if you specifically want to free up the memory |
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541 | used by this object to hold the last query results. This object clears the |
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542 | results itself when executing and when destroying itself. |
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543 | */ |
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544 | virtual void clearResults(void); |
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545 | |
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546 | /** Self-callback in order to deal with execute which returns collection. */ |
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547 | bool queryResult(MovableObject* first, MovableObject* second); |
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548 | /** Self-callback in order to deal with execute which returns collection. */ |
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549 | bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment); |
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550 | }; |
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551 | |
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552 | |
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553 | } |
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554 | |
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555 | |
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556 | |
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557 | #endif |
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