| 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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