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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __SceneQuery_H__ #define __SceneQuery_H__ #include "OgrePrerequisites.h" #include "OgreAxisAlignedBox.h" #include "OgreSphere.h" #include "OgreRay.h" #include "OgreRenderOperation.h" #include "OgrePlaneBoundedVolume.h" namespace Ogre { // forward declaration class SceneQueryListener; /** A class for performing queries on a scene. @remarks This is an abstract class for performing a query on a scene, i.e. to retrieve a list of objects and/or world geometry sections which are potentially intersecting a given region. Note the use of the word 'potentially': the results of a scene query are generated based on bounding volumes, and as such are not correct at a triangle level; the user of the SceneQuery is expected to filter the results further if greater accuracy is required. @par Different SceneManagers will implement these queries in different ways to exploit their particular scene organisation, and thus will provide their own concrete subclasses. In fact, these subclasses will be derived from subclasses of this class rather than directly because there will be region-type classes in between. @par These queries could have just been implemented as methods on the SceneManager, however, they are wrapped up as objects to allow 'compilation' of queries if deemed appropriate by the implementation; i.e. each concrete subclass may precalculate information (such as fixed scene partitions involved in the query) to speed up the repeated use of the query. @par You should never try to create a SceneQuery object yourself, they should be created using the SceneManager interfaces for the type of query required, e.g. SceneManager::createSphereSceneQuery. */ class _OgreExport SceneQuery { public: /** This type can be used by collaborating applications & SceneManagers to agree on the type of world geometry to be returned from queries. Not all these types will be supported by all SceneManagers; once the application has decided which SceneManager specialisation to use, it is expected that it will know which type of world geometry abstraction is available to it. */ enum WorldFragmentType { /// Return no world geometry hits at all WFT_NONE, /// Return pointers to convex plane-bounded regions WFT_PLANE_BOUNDED_REGION, /// Return a single intersection point (typically RaySceneQuery only) WFT_SINGLE_INTERSECTION, /// Custom geometry as defined by the SceneManager WFT_CUSTOM_GEOMETRY, /// General RenderOperation structure WFT_RENDER_OPERATION }; /** Represents part of the world geometry that is a result of a SceneQuery. @remarks Since world geometry is normally vast and sprawling, we need a way of retrieving parts of it based on a query. That is what this struct is for; note there are potentially as many data structures for world geometry as there are SceneManagers, however this structure includes a few common abstractions as well as a more general format. @par The type of world fragment that is returned from a query depends on the SceneManager, and the option set using SceneQuery::setWorldFragmentType. You can see what fragment types are supported on the query in question by calling SceneQuery::getSupportedWorldFragmentTypes(). */ struct WorldFragment { /// The type of this world fragment WorldFragmentType fragmentType; /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION Vector3 singleIntersection; /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION std::list
* planes; /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY void* geometry; /// General render operation structure, fallback if nothing else is available RenderOperation* renderOp; }; protected: SceneManager* mParentSceneMgr; uint32 mQueryMask; uint32 mQueryTypeMask; std::set
mSupportedWorldFragments; WorldFragmentType mWorldFragmentType; public: /** Standard constructor, should be called by SceneManager. */ SceneQuery(SceneManager* mgr); virtual ~SceneQuery(); /** Sets the mask for results of this query. @remarks This method allows you to set a 'mask' to limit the results of this query to certain types of result. The actual meaning of this value is up to the application; basically MovableObject instances will only be returned from this query if a bitwise AND operation between this mask value and the MovableObject::getQueryFlags value is non-zero. The application will have to decide what each of the bits means. */ virtual void setQueryMask(uint32 mask); /** Returns the current mask for this query. */ virtual uint32 getQueryMask(void) const; /** Sets the type mask for results of this query. @remarks This method allows you to set a 'type mask' to limit the results of this query to certain types of objects. Whilst setQueryMask deals with flags set per instance of object, this method deals with setting a mask on flags set per type of object. Both may exclude an object from query results. */ virtual void setQueryTypeMask(uint32 mask); /** Returns the current mask for this query. */ virtual uint32 getQueryTypeMask(void) const; /** Tells the query what kind of world geometry to return from queries; often the full renderable geometry is not what is needed. @remarks The application receiving the world geometry is expected to know what to do with it; inevitably this means that the application must have knowledge of at least some of the structures used by the custom SceneManager. @par The default setting is WFT_NONE. */ virtual void setWorldFragmentType(enum WorldFragmentType wft); /** Gets the current world fragment types to be returned from the query. */ virtual WorldFragmentType getWorldFragmentType(void) const; /** Returns the types of world fragments this query supports. */ virtual const std::set
* getSupportedWorldFragmentTypes(void) const {return &mSupportedWorldFragments;} }; /** This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results. @remarks You should override this with your own subclass. Note that certain query classes may refine this listener interface. */ class _OgreExport SceneQueryListener { public: virtual ~SceneQueryListener() { } /** Called when a MovableObject is returned by a query. @remarks The implementor should return 'true' to continue returning objects, or 'false' to abandon any further results from this query. */ virtual bool queryResult(MovableObject* object) = 0; /** Called when a WorldFragment is returned by a query. @remarks The implementor should return 'true' to continue returning objects, or 'false' to abandon any further results from this query. */ virtual bool queryResult(SceneQuery::WorldFragment* fragment) = 0; }; typedef std::list
SceneQueryResultMovableList; typedef std::list
SceneQueryResultWorldFragmentList; /** Holds the results of a scene query. */ struct _OgreExport SceneQueryResult { /// List of movable objects in the query (entities, particle systems etc) SceneQueryResultMovableList movables; /// List of world fragments SceneQueryResultWorldFragmentList worldFragments; }; /** Abstract class defining a query which returns single results from a region. @remarks This class is simply a generalisation of the subtypes of query that return a set of individual results in a region. See the SceneQuery class for abstract information, and subclasses for the detail of each query type. */ class _OgreExport RegionSceneQuery : public SceneQuery, public SceneQueryListener { protected: SceneQueryResult* mLastResult; public: /** Standard constructor, should be called by SceneManager. */ RegionSceneQuery(SceneManager* mgr); virtual ~RegionSceneQuery(); /** Executes the query, returning the results back in one list. @remarks This method executes the scene query as configured, gathers the results into one structure and returns a reference to that structure. These results will also persist in this query object until the next query is executed, or clearResults() is called. An more lightweight version of this method that returns results through a listener is also available. */ virtual SceneQueryResult& execute(void); /** Executes the query and returns each match through a listener interface. @remarks Note that this method does not store the results of the query internally so does not update the 'last result' value. This means that this version of execute is more lightweight and therefore more efficient than the version which returns the results as a collection. */ virtual void execute(SceneQueryListener* listener) = 0; /** Gets the results of the last query that was run using this object, provided the query was executed using the collection-returning version of execute. */ virtual SceneQueryResult& getLastResults(void) const; /** Clears the results of the last query execution. @remarks You only need to call this if you specifically want to free up the memory used by this object to hold the last query results. This object clears the results itself when executing and when destroying itself. */ virtual void clearResults(void); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(MovableObject* first); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(SceneQuery::WorldFragment* fragment); }; /** Specialises the SceneQuery class for querying within an axis aligned box. */ class _OgreExport AxisAlignedBoxSceneQuery : public RegionSceneQuery { protected: AxisAlignedBox mAABB; public: AxisAlignedBoxSceneQuery(SceneManager* mgr); virtual ~AxisAlignedBoxSceneQuery(); /** Sets the size of the box you wish to query. */ void setBox(const AxisAlignedBox& box); /** Gets the box which is being used for this query. */ const AxisAlignedBox& getBox(void) const; }; /** Specialises the SceneQuery class for querying within a sphere. */ class _OgreExport SphereSceneQuery : public RegionSceneQuery { protected: Sphere mSphere; public: SphereSceneQuery(SceneManager* mgr); virtual ~SphereSceneQuery(); /** Sets the sphere which is to be used for this query. */ void setSphere(const Sphere& sphere); /** Gets the sphere which is being used for this query. */ const Sphere& getSphere() const; }; /** Specialises the SceneQuery class for querying within a plane-bounded volume. */ class _OgreExport PlaneBoundedVolumeListSceneQuery : public RegionSceneQuery { protected: PlaneBoundedVolumeList mVolumes; public: PlaneBoundedVolumeListSceneQuery(SceneManager* mgr); virtual ~PlaneBoundedVolumeListSceneQuery(); /** Sets the volume which is to be used for this query. */ void setVolumes(const PlaneBoundedVolumeList& volumes); /** Gets the volume which is being used for this query. */ const PlaneBoundedVolumeList& getVolumes() const; }; /* /// Specialises the SceneQuery class for querying within a pyramid. class _OgreExport PyramidSceneQuery : public RegionSceneQuery { public: PyramidSceneQuery(SceneManager* mgr); virtual ~PyramidSceneQuery(); }; */ /** Alternative listener class for dealing with RaySceneQuery. @remarks Because the RaySceneQuery returns results in an extra bit of information, namely distance, the listener interface must be customised from the standard SceneQueryListener. */ class _OgreExport RaySceneQueryListener { public: virtual ~RaySceneQueryListener() { } /** Called when a movable objects intersects the ray. @remarks As with SceneQueryListener, the implementor of this method should return 'true' if further results are required, or 'false' to abandon any further results from the current query. */ virtual bool queryResult(MovableObject* obj, Real distance) = 0; /** Called when a world fragment is intersected by the ray. @remarks As with SceneQueryListener, the implementor of this method should return 'true' if further results are required, or 'false' to abandon any further results from the current query. */ virtual bool queryResult(SceneQuery::WorldFragment* fragment, Real distance) = 0; }; /** This struct allows a single comparison of result data no matter what the type */ struct _OgreExport RaySceneQueryResultEntry { /// Distance along the ray Real distance; /// The movable, or NULL if this is not a movable result MovableObject* movable; /// The world fragment, or NULL if this is not a fragment result SceneQuery::WorldFragment* worldFragment; /// Comparison operator for sorting bool operator < (const RaySceneQueryResultEntry& rhs) const { return this->distance < rhs.distance; } }; typedef std::vector
RaySceneQueryResult; /** Specialises the SceneQuery class for querying along a ray. */ class _OgreExport RaySceneQuery : public SceneQuery, public RaySceneQueryListener { protected: Ray mRay; bool mSortByDistance; ushort mMaxResults; RaySceneQueryResult mResult; public: RaySceneQuery(SceneManager* mgr); virtual ~RaySceneQuery(); /** Sets the ray which is to be used for this query. */ virtual void setRay(const Ray& ray); /** Gets the ray which is to be used for this query. */ virtual const Ray& getRay(void) const; /** Sets whether the results of this query will be sorted by distance along the ray. @remarks Often you want to know what was the first object a ray intersected with, and this method allows you to ask the query to sort the results so that the nearest results are listed first. @par Note that because the query returns results based on bounding volumes, the ray may not actually intersect the detail of the objects returned from the query, just their bounding volumes. For this reason the caller is advised to use more detailed intersection tests on the results if a more accurate result is required; OGRE uses bounds checking in order to give the most speedy results since not all applications need extreme accuracy. @param sort If true, results will be sorted. @param maxresults If sorting is enabled, this value can be used to constrain the maximum number of results that are returned. Please note (as above) that the use of bounding volumes mean that accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail. 0 means unlimited results. */ virtual void setSortByDistance(bool sort, ushort maxresults = 0); /** Gets whether the results are sorted by distance. */ virtual bool getSortByDistance(void) const; /** Gets the maximum number of results returned from the query (only relevant if results are being sorted) */ virtual ushort getMaxResults(void) const; /** Executes the query, returning the results back in one list. @remarks This method executes the scene query as configured, gathers the results into one structure and returns a reference to that structure. These results will also persist in this query object until the next query is executed, or clearResults() is called. An more lightweight version of this method that returns results through a listener is also available. */ virtual RaySceneQueryResult& execute(void); /** Executes the query and returns each match through a listener interface. @remarks Note that this method does not store the results of the query internally so does not update the 'last result' value. This means that this version of execute is more lightweight and therefore more efficient than the version which returns the results as a collection. */ virtual void execute(RaySceneQueryListener* listener) = 0; /** Gets the results of the last query that was run using this object, provided the query was executed using the collection-returning version of execute. */ virtual RaySceneQueryResult& getLastResults(void); /** Clears the results of the last query execution. @remarks You only need to call this if you specifically want to free up the memory used by this object to hold the last query results. This object clears the results itself when executing and when destroying itself. */ virtual void clearResults(void); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(MovableObject* obj, Real distance); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(SceneQuery::WorldFragment* fragment, Real distance); }; /** Alternative listener class for dealing with IntersectionSceneQuery. @remarks Because the IntersectionSceneQuery returns results in pairs, rather than singularly, the listener interface must be customised from the standard SceneQueryListener. */ class _OgreExport IntersectionSceneQueryListener { public: virtual ~IntersectionSceneQueryListener() { } /** Called when 2 movable objects intersect one another. @remarks As with SceneQueryListener, the implementor of this method should return 'true' if further results are required, or 'false' to abandon any further results from the current query. */ virtual bool queryResult(MovableObject* first, MovableObject* second) = 0; /** Called when a movable intersects a world fragment. @remarks As with SceneQueryListener, the implementor of this method should return 'true' if further results are required, or 'false' to abandon any further results from the current query. */ virtual bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment) = 0; /* NB there are no results for world fragments intersecting other world fragments; it is assumed that world geometry is either static or at least that self-intersections are irrelevant or dealt with elsewhere (such as the custom scene manager) */ }; typedef std::pair
SceneQueryMovableObjectPair; typedef std::pair
SceneQueryMovableObjectWorldFragmentPair; typedef std::list
SceneQueryMovableIntersectionList; typedef std::list
SceneQueryMovableWorldFragmentIntersectionList; /** Holds the results of an intersection scene query (pair values). */ struct _OgreExport IntersectionSceneQueryResult { /// List of movable / movable intersections (entities, particle systems etc) SceneQueryMovableIntersectionList movables2movables; /// List of movable / world intersections SceneQueryMovableWorldFragmentIntersectionList movables2world; }; /** Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. @remarks This SceneQuery subclass considers the whole world and returns pairs of objects which are close enough to each other that they may be intersecting. Because of this slightly different focus, the return types and listener interface are different for this class. */ class _OgreExport IntersectionSceneQuery : public SceneQuery, public IntersectionSceneQueryListener { protected: IntersectionSceneQueryResult* mLastResult; public: IntersectionSceneQuery(SceneManager* mgr); virtual ~IntersectionSceneQuery(); /** Executes the query, returning the results back in one list. @remarks This method executes the scene query as configured, gathers the results into one structure and returns a reference to that structure. These results will also persist in this query object until the next query is executed, or clearResults() is called. An more lightweight version of this method that returns results through a listener is also available. */ virtual IntersectionSceneQueryResult& execute(void); /** Executes the query and returns each match through a listener interface. @remarks Note that this method does not store the results of the query internally so does not update the 'last result' value. This means that this version of execute is more lightweight and therefore more efficient than the version which returns the results as a collection. */ virtual void execute(IntersectionSceneQueryListener* listener) = 0; /** Gets the results of the last query that was run using this object, provided the query was executed using the collection-returning version of execute. */ virtual IntersectionSceneQueryResult& getLastResults(void) const; /** Clears the results of the last query execution. @remarks You only need to call this if you specifically want to free up the memory used by this object to hold the last query results. This object clears the results itself when executing and when destroying itself. */ virtual void clearResults(void); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(MovableObject* first, MovableObject* second); /** Self-callback in order to deal with execute which returns collection. */ bool queryResult(MovableObject* movable, SceneQuery::WorldFragment* fragment); }; } #endif
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