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source: downloads/ogre/OgreMain/src/OgreSceneQuery.cpp @ 44

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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) 2000-2006 Torus Knot Software Ltd
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
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreStableHeaders.h"
30#include "OgreSceneQuery.h"
31#include "OgreException.h"
32#include "OgreSceneManager.h"
33
34namespace Ogre {
35
36    //-----------------------------------------------------------------------
37    SceneQuery::SceneQuery(SceneManager* mgr)
38        : mParentSceneMgr(mgr), mQueryMask(0xFFFFFFFF), 
39                mWorldFragmentType(SceneQuery::WFT_NONE)
40    {
41                // default type mask to everything except lights & fx (previous behaviour)
42                mQueryTypeMask = (0xFFFFFFFF & ~SceneManager::FX_TYPE_MASK) 
43                        & ~SceneManager::LIGHT_TYPE_MASK;
44
45    }
46    //-----------------------------------------------------------------------
47    SceneQuery::~SceneQuery()
48    {
49    }
50    //-----------------------------------------------------------------------
51    void SceneQuery::setQueryMask(uint32 mask)
52    {
53        mQueryMask = mask;
54    }
55    //-----------------------------------------------------------------------
56    uint32 SceneQuery::getQueryMask(void) const
57    {
58        return mQueryMask;
59    }
60        //-----------------------------------------------------------------------
61        void SceneQuery::setQueryTypeMask(uint32 mask)
62        {
63                mQueryTypeMask = mask;
64        }
65        //-----------------------------------------------------------------------
66        uint32 SceneQuery::getQueryTypeMask(void) const
67        {
68                return mQueryTypeMask;
69        }
70    //-----------------------------------------------------------------------
71    void SceneQuery::setWorldFragmentType(enum SceneQuery::WorldFragmentType wft)
72    {
73        // Check supported
74        if (mSupportedWorldFragments.find(wft) == mSupportedWorldFragments.end())
75        {
76            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This world fragment type is not supported.",
77                "SceneQuery::setWorldFragmentType");
78        }
79        mWorldFragmentType = wft;
80    }
81    //-----------------------------------------------------------------------
82    SceneQuery::WorldFragmentType
83    SceneQuery::getWorldFragmentType(void) const
84    {
85        return mWorldFragmentType;
86    }
87    //-----------------------------------------------------------------------
88    RegionSceneQuery::RegionSceneQuery(SceneManager* mgr)
89        :SceneQuery(mgr), mLastResult(NULL)
90    {
91    }
92    //-----------------------------------------------------------------------
93    RegionSceneQuery::~RegionSceneQuery()
94    {
95        clearResults();
96    }
97    //-----------------------------------------------------------------------
98    SceneQueryResult& RegionSceneQuery::getLastResults(void) const
99    {
100        assert(mLastResult);
101        return *mLastResult;
102    }
103    //-----------------------------------------------------------------------
104    void RegionSceneQuery::clearResults(void)
105    {
106        if (mLastResult)
107        {
108            delete mLastResult;
109        }
110        mLastResult = NULL;
111    }
112        //---------------------------------------------------------------------
113    SceneQueryResult&
114    RegionSceneQuery::execute(void)
115    {
116        clearResults();
117        mLastResult = new SceneQueryResult();
118        // Call callback version with self as listener
119        execute(this);
120        return *mLastResult;
121    }
122        //---------------------------------------------------------------------
123    bool RegionSceneQuery::
124        queryResult(MovableObject* obj)
125    {
126        // Add to internal list
127        mLastResult->movables.push_back(obj);
128        // Continue
129        return true;
130    }
131        //---------------------------------------------------------------------
132    bool RegionSceneQuery::queryResult(SceneQuery::WorldFragment* fragment)
133    {
134        // Add to internal list
135        mLastResult->worldFragments.push_back(fragment);
136        // Continue
137        return true;
138    }
139    //-----------------------------------------------------------------------
140    AxisAlignedBoxSceneQuery::AxisAlignedBoxSceneQuery(SceneManager* mgr)
141        : RegionSceneQuery(mgr)
142    {
143    }
144    //-----------------------------------------------------------------------
145    AxisAlignedBoxSceneQuery::~AxisAlignedBoxSceneQuery()
146    {
147    }
148    //-----------------------------------------------------------------------
149    void AxisAlignedBoxSceneQuery::setBox(const AxisAlignedBox& box)
150    {
151        mAABB = box;
152    }
153    //-----------------------------------------------------------------------
154    const AxisAlignedBox& AxisAlignedBoxSceneQuery::getBox(void) const
155    {
156        return mAABB;
157    }
158    //-----------------------------------------------------------------------
159    SphereSceneQuery::SphereSceneQuery(SceneManager* mgr)
160        : RegionSceneQuery(mgr)
161    {
162    }
163    //-----------------------------------------------------------------------
164    SphereSceneQuery::~SphereSceneQuery()
165    {
166    }
167    //-----------------------------------------------------------------------
168    void SphereSceneQuery::setSphere(const Sphere& sphere)
169    {
170        mSphere = sphere;
171    }
172    //-----------------------------------------------------------------------
173    const Sphere& SphereSceneQuery::getSphere() const
174    {
175        return mSphere;
176    }
177
178    //-----------------------------------------------------------------------
179    PlaneBoundedVolumeListSceneQuery::PlaneBoundedVolumeListSceneQuery(SceneManager* mgr)
180        : RegionSceneQuery(mgr)
181    {
182    }
183    //-----------------------------------------------------------------------
184    PlaneBoundedVolumeListSceneQuery::~PlaneBoundedVolumeListSceneQuery()
185    {
186    }
187    //-----------------------------------------------------------------------
188    void PlaneBoundedVolumeListSceneQuery::setVolumes(const PlaneBoundedVolumeList& volumes)
189    {
190        mVolumes = volumes;
191    }
192    //-----------------------------------------------------------------------
193    const PlaneBoundedVolumeList& PlaneBoundedVolumeListSceneQuery::getVolumes() const
194    {
195        return mVolumes;
196    }
197
198    //-----------------------------------------------------------------------
199    RaySceneQuery::RaySceneQuery(SceneManager* mgr) : SceneQuery(mgr)
200    {
201        mSortByDistance = false;
202        mMaxResults = 0;
203    }
204    //-----------------------------------------------------------------------
205    RaySceneQuery::~RaySceneQuery()
206    {
207    }
208    //-----------------------------------------------------------------------
209    void RaySceneQuery::setRay(const Ray& ray)
210    {
211        mRay = ray;
212    }
213    //-----------------------------------------------------------------------
214    const Ray& RaySceneQuery::getRay(void) const
215    {
216        return mRay;
217    }
218    //-----------------------------------------------------------------------
219    void RaySceneQuery::setSortByDistance(bool sort, ushort maxresults)
220    {
221        mSortByDistance = sort;
222        mMaxResults = maxresults;
223    }
224    //-----------------------------------------------------------------------
225    bool RaySceneQuery::getSortByDistance(void) const
226    {
227        return mSortByDistance;
228    }
229    //-----------------------------------------------------------------------
230    ushort RaySceneQuery::getMaxResults(void) const
231    {
232        return mMaxResults;
233    }
234    //-----------------------------------------------------------------------
235    RaySceneQueryResult& RaySceneQuery::execute(void)
236    {
237        // Clear without freeing the vector buffer
238        mResult.clear();
239       
240        // Call callback version with self as listener
241        this->execute(this);
242
243        if (mSortByDistance)
244        {
245            if (mMaxResults != 0 && mMaxResults < mResult.size())
246            {
247                // Partially sort the N smallest elements, discard others
248                std::partial_sort(mResult.begin(), mResult.begin()+mMaxResults, mResult.end());
249                mResult.resize(mMaxResults);
250            }
251            else
252            {
253                // Sort entire result array
254                std::sort(mResult.begin(), mResult.end());
255            }
256        }
257
258        return mResult;
259    }
260    //-----------------------------------------------------------------------
261    RaySceneQueryResult& RaySceneQuery::getLastResults(void)
262    {
263        return mResult;
264    }
265    //-----------------------------------------------------------------------
266    void RaySceneQuery::clearResults(void)
267    {
268        // C++ idiom to free vector buffer: swap with empty vector
269        RaySceneQueryResult().swap(mResult);
270    }
271    //-----------------------------------------------------------------------
272    bool RaySceneQuery::queryResult(MovableObject* obj, Real distance)
273    {
274        // Add to internal list
275        RaySceneQueryResultEntry dets;
276        dets.distance = distance;
277        dets.movable = obj;
278        dets.worldFragment = NULL;
279        mResult.push_back(dets);
280        // Continue
281        return true;
282    }
283    //-----------------------------------------------------------------------
284    bool RaySceneQuery::queryResult(SceneQuery::WorldFragment* fragment, Real distance)
285    {
286        // Add to internal list
287        RaySceneQueryResultEntry dets;
288        dets.distance = distance;
289        dets.movable = NULL;
290        dets.worldFragment = fragment;
291        mResult.push_back(dets);
292        // Continue
293        return true;
294    }
295    //-----------------------------------------------------------------------
296    /*
297    PyramidSceneQuery::PyramidSceneQuery(SceneManager* mgr) : RegionSceneQuery(mgr)
298    {
299    }
300    //-----------------------------------------------------------------------
301    PyramidSceneQuery::~PyramidSceneQuery()
302    {
303    }
304    */
305    //-----------------------------------------------------------------------
306    IntersectionSceneQuery::IntersectionSceneQuery(SceneManager* mgr)
307    : SceneQuery(mgr), mLastResult(NULL)
308    {
309    }
310    //-----------------------------------------------------------------------
311    IntersectionSceneQuery::~IntersectionSceneQuery()
312    {
313        clearResults();
314    }
315    //-----------------------------------------------------------------------
316    IntersectionSceneQueryResult& IntersectionSceneQuery::getLastResults(void) const
317    {
318        assert(mLastResult);
319        return *mLastResult;
320    }
321    //-----------------------------------------------------------------------
322    void IntersectionSceneQuery::clearResults(void)
323    {
324        if (mLastResult)
325        {
326            delete mLastResult;
327        }
328        mLastResult = NULL;
329    }
330        //---------------------------------------------------------------------
331    IntersectionSceneQueryResult&
332    IntersectionSceneQuery::execute(void)
333    {
334        clearResults();
335        mLastResult = new IntersectionSceneQueryResult();
336        // Call callback version with self as listener
337        execute(this);
338        return *mLastResult;
339    }
340        //---------------------------------------------------------------------
341    bool IntersectionSceneQuery::
342        queryResult(MovableObject* first, MovableObject* second)
343    {
344        // Add to internal list
345        mLastResult->movables2movables.push_back(
346            SceneQueryMovableObjectPair(first, second)
347            );
348        // Continue
349        return true;
350    }
351        //---------------------------------------------------------------------
352    bool IntersectionSceneQuery::
353        queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment)
354    {
355        // Add to internal list
356        mLastResult->movables2world.push_back(
357            SceneQueryMovableObjectWorldFragmentPair(movable, fragment)
358            );
359        // Continue
360        return true;
361    }
362
363
364
365
366}
367   
368
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370
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