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) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef __SceneQuery_H__ |
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29 | #define __SceneQuery_H__ |
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30 | |
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31 | #include "OgrePrerequisites.h" |
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32 | #include "OgreAxisAlignedBox.h" |
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33 | #include "OgreSphere.h" |
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34 | #include "OgreRay.h" |
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35 | #include "OgreRenderOperation.h" |
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36 | #include "OgrePlaneBoundedVolume.h" |
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37 | #include "OgreHeaderPrefix.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 | /** \addtogroup Core |
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44 | * @{ |
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45 | */ |
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46 | /** \addtogroup Scene |
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47 | * @{ |
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48 | */ |
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49 | /** A class for performing queries on a scene. |
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50 | @remarks |
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51 | This is an abstract class for performing a query on a scene, i.e. to retrieve |
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52 | a list of objects and/or world geometry sections which are potentially intersecting a |
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53 | given region. Note the use of the word 'potentially': the results of a scene query |
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54 | are generated based on bounding volumes, and as such are not correct at a triangle |
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55 | level; the user of the SceneQuery is expected to filter the results further if |
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56 | greater accuracy is required. |
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57 | @par |
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58 | Different SceneManagers will implement these queries in different ways to |
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59 | exploit their particular scene organisation, and thus will provide their own |
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60 | concrete subclasses. In fact, these subclasses will be derived from subclasses |
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61 | of this class rather than directly because there will be region-type classes |
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62 | in between. |
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63 | @par |
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64 | These queries could have just been implemented as methods on the SceneManager, |
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65 | however, they are wrapped up as objects to allow 'compilation' of queries |
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66 | if deemed appropriate by the implementation; i.e. each concrete subclass may |
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67 | precalculate information (such as fixed scene partitions involved in the query) |
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68 | to speed up the repeated use of the query. |
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69 | @par |
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70 | You should never try to create a SceneQuery object yourself, they should be created |
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71 | using the SceneManager interfaces for the type of query required, e.g. |
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72 | SceneManager::createSphereSceneQuery. |
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73 | */ |
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74 | class _OgreExport SceneQuery : public SceneMgtAlloc |
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75 | { |
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76 | public: |
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77 | /** This type can be used by collaborating applications & SceneManagers to |
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78 | agree on the type of world geometry to be returned from queries. Not all |
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79 | these types will be supported by all SceneManagers; once the application |
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80 | has decided which SceneManager specialisation to use, it is expected that |
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81 | it will know which type of world geometry abstraction is available to it. |
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82 | */ |
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83 | enum WorldFragmentType { |
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84 | /// Return no world geometry hits at all |
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85 | WFT_NONE, |
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86 | /// Return pointers to convex plane-bounded regions |
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87 | WFT_PLANE_BOUNDED_REGION, |
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88 | /// Return a single intersection point (typically RaySceneQuery only) |
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89 | WFT_SINGLE_INTERSECTION, |
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90 | /// Custom geometry as defined by the SceneManager |
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91 | WFT_CUSTOM_GEOMETRY, |
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92 | /// General RenderOperation structure |
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93 | WFT_RENDER_OPERATION |
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94 | }; |
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95 | |
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96 | /** Represents part of the world geometry that is a result of a SceneQuery. |
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97 | @remarks |
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98 | Since world geometry is normally vast and sprawling, we need a way of |
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99 | retrieving parts of it based on a query. That is what this struct is for; |
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100 | note there are potentially as many data structures for world geometry as there |
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101 | are SceneManagers, however this structure includes a few common abstractions as |
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102 | well as a more general format. |
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103 | @par |
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104 | The type of world fragment that is returned from a query depends on the |
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105 | SceneManager, and the option set using SceneQuery::setWorldFragmentType. |
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106 | You can see what fragment types are supported on the query in question by |
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107 | calling SceneQuery::getSupportedWorldFragmentTypes(). |
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108 | */ |
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109 | struct WorldFragment { |
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110 | /// The type of this world fragment |
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111 | WorldFragmentType fragmentType; |
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112 | /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION |
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113 | Vector3 singleIntersection; |
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114 | /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION |
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115 | list<Plane>::type* planes; |
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116 | /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY |
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117 | void* geometry; |
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118 | /// General render operation structure, fallback if nothing else is available |
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119 | RenderOperation* renderOp; |
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120 | |
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121 | }; |
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122 | protected: |
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123 | SceneManager* mParentSceneMgr; |
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124 | uint32 mQueryMask; |
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125 | uint32 mQueryTypeMask; |
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126 | set<WorldFragmentType>::type mSupportedWorldFragments; |
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127 | WorldFragmentType mWorldFragmentType; |
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128 | |
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129 | public: |
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130 | /** Standard constructor, should be called by SceneManager. */ |
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131 | SceneQuery(SceneManager* mgr); |
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132 | virtual ~SceneQuery(); |
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133 | |
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134 | /** Sets the mask for results of this query. |
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135 | @remarks |
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136 | This method allows you to set a 'mask' to limit the results of this |
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137 | query to certain types of result. The actual meaning of this value is |
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138 | up to the application; basically MovableObject instances will only be returned |
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139 | from this query if a bitwise AND operation between this mask value and the |
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140 | MovableObject::getQueryFlags value is non-zero. The application will |
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141 | have to decide what each of the bits means. |
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142 | */ |
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143 | virtual void setQueryMask(uint32 mask); |
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144 | /** Returns the current mask for this query. */ |
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145 | virtual uint32 getQueryMask(void) const; |
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146 | |
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147 | /** Sets the type mask for results of this query. |
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148 | @remarks |
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149 | This method allows you to set a 'type mask' to limit the results of this |
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150 | query to certain types of objects. Whilst setQueryMask deals with flags |
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151 | set per instance of object, this method deals with setting a mask on |
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152 | flags set per type of object. Both may exclude an object from query |
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153 | results. |
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154 | */ |
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155 | virtual void setQueryTypeMask(uint32 mask); |
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156 | /** Returns the current mask for this query. */ |
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157 | virtual uint32 getQueryTypeMask(void) const; |
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158 | |
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159 | /** Tells the query what kind of world geometry to return from queries; |
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160 | often the full renderable geometry is not what is needed. |
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161 | @remarks |
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162 | The application receiving the world geometry is expected to know |
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163 | what to do with it; inevitably this means that the application must |
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164 | have knowledge of at least some of the structures |
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165 | used by the custom SceneManager. |
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166 | @par |
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167 | The default setting is WFT_NONE. |
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168 | */ |
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169 | virtual void setWorldFragmentType(enum WorldFragmentType wft); |
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170 | |
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171 | /** Gets the current world fragment types to be returned from the query. */ |
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172 | virtual WorldFragmentType getWorldFragmentType(void) const; |
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173 | |
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174 | /** Returns the types of world fragments this query supports. */ |
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175 | virtual const set<WorldFragmentType>::type* getSupportedWorldFragmentTypes(void) const |
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176 | {return &mSupportedWorldFragments;} |
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177 | |
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178 | |
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179 | }; |
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180 | |
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181 | /** This optional class allows you to receive per-result callbacks from |
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182 | SceneQuery executions instead of a single set of consolidated results. |
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183 | @remarks |
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184 | You should override this with your own subclass. Note that certain query |
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185 | classes may refine this listener interface. |
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186 | */ |
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187 | class _OgreExport SceneQueryListener |
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188 | { |
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189 | public: |
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190 | virtual ~SceneQueryListener() { } |
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191 | /** Called when a MovableObject 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(MovableObject* object) = 0; |
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197 | /** Called when a WorldFragment is returned by a query. |
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198 | @remarks |
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199 | The implementor should return 'true' to continue returning objects, |
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200 | or 'false' to abandon any further results from this query. |
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201 | */ |
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202 | virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0; |
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203 | |
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204 | }; |
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205 | |
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206 | typedef list<MovableObject*>::type SceneQueryResultMovableList; |
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207 | typedef list<SceneQuery::WorldFragment*>::type SceneQueryResultWorldFragmentList; |
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208 | /** Holds the results of a scene query. */ |
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209 | struct _OgreExport SceneQueryResult : public SceneMgtAlloc |
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210 | { |
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211 | /// List of movable objects in the query (entities, particle systems etc) |
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212 | SceneQueryResultMovableList movables; |
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213 | /// List of world fragments |
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214 | SceneQueryResultWorldFragmentList worldFragments; |
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215 | }; |
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216 | |
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217 | /** Abstract class defining a query which returns single results from a region. |
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218 | @remarks |
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219 | This class is simply a generalisation of the subtypes of query that return |
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220 | a set of individual results in a region. See the SceneQuery class for abstract |
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221 | information, and subclasses for the detail of each query type. |
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222 | */ |
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223 | class _OgreExport RegionSceneQuery |
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224 | : public SceneQuery, public SceneQueryListener |
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225 | { |
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226 | protected: |
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227 | SceneQueryResult* mLastResult; |
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228 | public: |
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229 | /** Standard constructor, should be called by SceneManager. */ |
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230 | RegionSceneQuery(SceneManager* mgr); |
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231 | virtual ~RegionSceneQuery(); |
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232 | /** Executes the query, returning the results back in one list. |
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233 | @remarks |
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234 | This method executes the scene query as configured, gathers the results |
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235 | into one structure and returns a reference to that structure. These |
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236 | results will also persist in this query object until the next query is |
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237 | executed, or clearResults() is called. An more lightweight version of |
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238 | this method that returns results through a listener is also available. |
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239 | */ |
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240 | virtual SceneQueryResult& execute(void); |
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241 | |
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242 | /** Executes the query and returns each match through a listener interface. |
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243 | @remarks |
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244 | Note that this method does not store the results of the query internally |
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245 | so does not update the 'last result' value. This means that this version of |
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246 | execute is more lightweight and therefore more efficient than the version |
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247 | which returns the results as a collection. |
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248 | */ |
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249 | virtual void execute(SceneQueryListener* listener) = 0; |
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250 | |
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251 | /** Gets the results of the last query that was run using this object, provided |
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252 | the query was executed using the collection-returning version of execute. |
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253 | */ |
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254 | virtual SceneQueryResult& getLastResults(void) const; |
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255 | /** Clears the results of the last query execution. |
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256 | @remarks |
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257 | You only need to call this if you specifically want to free up the memory |
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258 | used by this object to hold the last query results. This object clears the |
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259 | results itself when executing and when destroying itself. |
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260 | */ |
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261 | virtual void clearResults(void); |
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262 | |
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263 | /** Self-callback in order to deal with execute which returns collection. */ |
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264 | bool queryResult(MovableObject* first); |
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265 | /** Self-callback in order to deal with execute which returns collection. */ |
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266 | bool queryResult(SceneQuery::WorldFragment* fragment); |
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267 | }; |
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268 | |
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269 | /** Specialises the SceneQuery class for querying within an axis aligned box. */ |
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270 | class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery |
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271 | { |
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272 | protected: |
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273 | AxisAlignedBox mAABB; |
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274 | public: |
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275 | AxisAlignedBoxSceneQuery(SceneManager* mgr); |
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276 | virtual ~AxisAlignedBoxSceneQuery(); |
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277 | |
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278 | /** Sets the size of the box you wish to query. */ |
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279 | void setBox(const AxisAlignedBox& box); |
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280 | |
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281 | /** Gets the box which is being used for this query. */ |
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282 | const AxisAlignedBox& getBox(void) const; |
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283 | |
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284 | }; |
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285 | |
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286 | /** Specialises the SceneQuery class for querying within a sphere. */ |
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287 | class _OgreExport SphereSceneQuery : public RegionSceneQuery |
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288 | { |
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289 | protected: |
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290 | Sphere mSphere; |
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291 | public: |
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292 | SphereSceneQuery(SceneManager* mgr); |
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293 | virtual ~SphereSceneQuery(); |
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294 | /** Sets the sphere which is to be used for this query. */ |
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295 | void setSphere(const Sphere& sphere); |
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296 | |
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297 | /** Gets the sphere which is being used for this query. */ |
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298 | const Sphere& getSphere() const; |
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299 | |
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300 | }; |
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301 | |
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302 | /** Specialises the SceneQuery class for querying within a plane-bounded volume. |
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303 | */ |
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304 | class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery |
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305 | { |
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306 | protected: |
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307 | PlaneBoundedVolumeList mVolumes; |
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308 | public: |
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309 | PlaneBoundedVolumeListSceneQuery(SceneManager* mgr); |
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310 | virtual ~PlaneBoundedVolumeListSceneQuery(); |
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311 | /** Sets the volume which is to be used for this query. */ |
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312 | void setVolumes(const PlaneBoundedVolumeList& volumes); |
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313 | |
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314 | /** Gets the volume which is being used for this query. */ |
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315 | const PlaneBoundedVolumeList& getVolumes() const; |
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316 | |
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317 | }; |
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318 | |
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319 | |
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320 | /* |
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321 | /// Specialises the SceneQuery class for querying within a pyramid. |
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322 | class _OgreExport PyramidSceneQuery : public RegionSceneQuery |
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323 | { |
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324 | public: |
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325 | PyramidSceneQuery(SceneManager* mgr); |
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326 | virtual ~PyramidSceneQuery(); |
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327 | }; |
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328 | */ |
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329 | |
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330 | /** Alternative listener class for dealing with RaySceneQuery. |
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331 | @remarks |
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332 | Because the RaySceneQuery returns results in an extra bit of information, namely |
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333 | distance, the listener interface must be customised from the standard SceneQueryListener. |
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334 | */ |
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335 | class _OgreExport RaySceneQueryListener |
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336 | { |
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337 | public: |
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338 | virtual ~RaySceneQueryListener() { } |
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339 | /** Called when a movable objects intersects the ray. |
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340 | @remarks |
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341 | As with SceneQueryListener, the implementor of this method should return 'true' |
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342 | if further results are required, or 'false' to abandon any further results from |
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343 | the current query. |
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344 | */ |
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345 | virtual bool queryResult(MovableObject* obj, Real distance) = 0; |
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346 | |
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347 | /** Called when a world fragment is intersected by the ray. |
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348 | @remarks |
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349 | As with SceneQueryListener, the implementor of this method should return 'true' |
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350 | if further results are required, or 'false' to abandon any further results from |
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351 | the current query. |
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352 | */ |
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353 | virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0; |
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354 | |
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355 | }; |
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356 | |
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357 | /** This struct allows a single comparison of result data no matter what the type */ |
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358 | struct _OgreExport RaySceneQueryResultEntry |
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359 | { |
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360 | /// Distance along the ray |
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361 | Real distance; |
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362 | /// The movable, or NULL if this is not a movable result |
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363 | MovableObject* movable; |
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364 | /// The world fragment, or NULL if this is not a fragment result |
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365 | SceneQuery::WorldFragment* worldFragment; |
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366 | /// Comparison operator for sorting |
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367 | bool operator < (const RaySceneQueryResultEntry& rhs) const |
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368 | { |
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369 | return this->distance < rhs.distance; |
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370 | } |
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371 | |
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372 | }; |
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373 | typedef vector<RaySceneQueryResultEntry>::type RaySceneQueryResult; |
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374 | |
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375 | /** Specialises the SceneQuery class for querying along a ray. */ |
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376 | class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener |
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377 | { |
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378 | protected: |
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379 | Ray mRay; |
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380 | bool mSortByDistance; |
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381 | ushort mMaxResults; |
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382 | RaySceneQueryResult mResult; |
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383 | |
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384 | public: |
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385 | RaySceneQuery(SceneManager* mgr); |
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386 | virtual ~RaySceneQuery(); |
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387 | /** Sets the ray which is to be used for this query. */ |
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388 | virtual void setRay(const Ray& ray); |
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389 | /** Gets the ray which is to be used for this query. */ |
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390 | virtual const Ray& getRay(void) const; |
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391 | /** Sets whether the results of this query will be sorted by distance along the ray. |
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392 | @remarks |
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393 | Often you want to know what was the first object a ray intersected with, and this |
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394 | method allows you to ask the query to sort the results so that the nearest results |
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395 | are listed first. |
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396 | @par |
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397 | Note that because the query returns results based on bounding volumes, the ray may not |
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398 | actually intersect the detail of the objects returned from the query, just their |
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399 | bounding volumes. For this reason the caller is advised to use more detailed |
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400 | intersection tests on the results if a more accurate result is required; OGRE uses |
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401 | bounds checking in order to give the most speedy results since not all applications |
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402 | need extreme accuracy. |
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403 | @param sort If true, results will be sorted. |
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404 | @param maxresults If sorting is enabled, this value can be used to constrain the maximum number |
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405 | of results that are returned. Please note (as above) that the use of bounding volumes mean that |
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406 | accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail. |
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407 | 0 means unlimited results. |
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408 | */ |
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409 | virtual void setSortByDistance(bool sort, ushort maxresults = 0); |
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410 | /** Gets whether the results are sorted by distance. */ |
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411 | virtual bool getSortByDistance(void) const; |
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412 | /** Gets the maximum number of results returned from the query (only relevant if |
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413 | results are being sorted) */ |
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414 | virtual ushort getMaxResults(void) const; |
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415 | /** Executes the query, returning the results back in one list. |
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416 | @remarks |
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417 | This method executes the scene query as configured, gathers the results |
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418 | into one structure and returns a reference to that structure. These |
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419 | results will also persist in this query object until the next query is |
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420 | executed, or clearResults() is called. An more lightweight version of |
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421 | this method that returns results through a listener is also available. |
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422 | */ |
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423 | virtual RaySceneQueryResult& execute(void); |
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424 | |
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425 | /** Executes the query and returns each match through a listener interface. |
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426 | @remarks |
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427 | Note that this method does not store the results of the query internally |
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428 | so does not update the 'last result' value. This means that this version of |
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429 | execute is more lightweight and therefore more efficient than the version |
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430 | which returns the results as a collection. |
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431 | */ |
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432 | virtual void execute(RaySceneQueryListener* listener) = 0; |
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433 | |
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434 | /** Gets the results of the last query that was run using this object, provided |
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435 | the query was executed using the collection-returning version of execute. |
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436 | */ |
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437 | virtual RaySceneQueryResult& getLastResults(void); |
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438 | /** Clears the results of the last query execution. |
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439 | @remarks |
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440 | You only need to call this if you specifically want to free up the memory |
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441 | used by this object to hold the last query results. This object clears the |
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442 | results itself when executing and when destroying itself. |
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443 | */ |
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444 | virtual void clearResults(void); |
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445 | |
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446 | /** Self-callback in order to deal with execute which returns collection. */ |
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447 | bool queryResult(MovableObject* obj, Real distance); |
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448 | /** Self-callback in order to deal with execute which returns collection. */ |
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449 | bool queryResult(SceneQuery::WorldFragment* fragment, Real distance); |
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450 | |
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451 | |
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452 | |
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453 | |
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454 | }; |
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455 | |
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456 | /** Alternative listener class for dealing with IntersectionSceneQuery. |
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457 | @remarks |
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458 | Because the IntersectionSceneQuery returns results in pairs, rather than singularly, |
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459 | the listener interface must be customised from the standard SceneQueryListener. |
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460 | */ |
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461 | class _OgreExport IntersectionSceneQueryListener |
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462 | { |
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463 | public: |
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464 | virtual ~IntersectionSceneQueryListener() { } |
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465 | /** Called when 2 movable objects intersect one another. |
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466 | @remarks |
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467 | As with SceneQueryListener, the implementor of this method should return 'true' |
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468 | if further results are required, or 'false' to abandon any further results from |
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469 | the current query. |
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470 | */ |
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471 | virtual bool queryResult(MovableObject* first, MovableObject* second) = 0; |
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472 | |
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473 | /** Called when a movable intersects a world fragment. |
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474 | @remarks |
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475 | As with SceneQueryListener, the implementor of this method should return 'true' |
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476 | if further results are required, or 'false' to abandon any further results from |
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477 | the current query. |
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478 | */ |
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479 | virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0; |
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480 | |
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481 | /* NB there are no results for world fragments intersecting other world fragments; |
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482 | it is assumed that world geometry is either static or at least that self-intersections |
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483 | are irrelevant or dealt with elsewhere (such as the custom scene manager) */ |
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484 | |
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485 | |
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486 | }; |
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487 | |
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488 | typedef std::pair<MovableObject*, MovableObject*> SceneQueryMovableObjectPair; |
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489 | typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> SceneQueryMovableObjectWorldFragmentPair; |
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490 | typedef list<SceneQueryMovableObjectPair>::type SceneQueryMovableIntersectionList; |
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491 | typedef list<SceneQueryMovableObjectWorldFragmentPair>::type SceneQueryMovableWorldFragmentIntersectionList; |
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492 | /** Holds the results of an intersection scene query (pair values). */ |
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493 | struct _OgreExport IntersectionSceneQueryResult : public SceneMgtAlloc |
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494 | { |
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495 | /// List of movable / movable intersections (entities, particle systems etc) |
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496 | SceneQueryMovableIntersectionList movables2movables; |
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497 | /// List of movable / world intersections |
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498 | SceneQueryMovableWorldFragmentIntersectionList movables2world; |
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499 | |
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500 | |
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501 | |
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502 | }; |
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503 | |
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504 | /** Separate SceneQuery class to query for pairs of objects which are |
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505 | possibly intersecting one another. |
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506 | @remarks |
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507 | This SceneQuery subclass considers the whole world and returns pairs of objects |
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508 | which are close enough to each other that they may be intersecting. Because of |
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509 | this slightly different focus, the return types and listener interface are |
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510 | different for this class. |
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511 | */ |
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512 | class _OgreExport IntersectionSceneQuery |
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513 | : public SceneQuery, public IntersectionSceneQueryListener |
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514 | { |
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515 | protected: |
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516 | IntersectionSceneQueryResult* mLastResult; |
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517 | public: |
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518 | IntersectionSceneQuery(SceneManager* mgr); |
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519 | virtual ~IntersectionSceneQuery(); |
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520 | |
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521 | /** Executes the query, returning the results back in one list. |
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522 | @remarks |
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523 | This method executes the scene query as configured, gathers the results |
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524 | into one structure and returns a reference to that structure. These |
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525 | results will also persist in this query object until the next query is |
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526 | executed, or clearResults() is called. An more lightweight version of |
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527 | this method that returns results through a listener is also available. |
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528 | */ |
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529 | virtual IntersectionSceneQueryResult& execute(void); |
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530 | |
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531 | /** Executes the query and returns each match through a listener interface. |
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532 | @remarks |
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533 | Note that this method does not store the results of the query internally |
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534 | so does not update the 'last result' value. This means that this version of |
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535 | execute is more lightweight and therefore more efficient than the version |
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536 | which returns the results as a collection. |
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537 | */ |
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538 | virtual void execute(IntersectionSceneQueryListener* listener) = 0; |
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539 | |
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540 | /** Gets the results of the last query that was run using this object, provided |
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541 | the query was executed using the collection-returning version of execute. |
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542 | */ |
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543 | virtual IntersectionSceneQueryResult& getLastResults(void) const; |
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544 | /** Clears the results of the last query execution. |
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545 | @remarks |
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546 | You only need to call this if you specifically want to free up the memory |
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547 | used by this object to hold the last query results. This object clears the |
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548 | results itself when executing and when destroying itself. |
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549 | */ |
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550 | virtual void clearResults(void); |
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551 | |
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552 | /** Self-callback in order to deal with execute which returns collection. */ |
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553 | bool queryResult(MovableObject* first, MovableObject* second); |
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554 | /** Self-callback in order to deal with execute which returns collection. */ |
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555 | bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment); |
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556 | }; |
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557 | |
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558 | /** @} */ |
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559 | /** @} */ |
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560 | |
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561 | } |
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562 | |
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563 | #include "OgreHeaderSuffix.h" |
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564 | |
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565 | #endif |
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