28#ifndef __SceneQuery_H__
29#define __SceneQuery_H__
42 class SceneQueryListener;
176 {
return &mSupportedWorldFragments;}
369 return this->distance < rhs.
distance;
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Specialises the SceneQuery class for querying within an axis aligned box.
virtual ~AxisAlignedBoxSceneQuery()
const AxisAlignedBox & getBox(void) const
Gets the box which is being used for this query.
void setBox(const AxisAlignedBox &box)
Sets the size of the box you wish to query.
AxisAlignedBoxSceneQuery(SceneManager *mgr)
A 3D box aligned with the x/y/z axes.
Alternative listener class for dealing with IntersectionSceneQuery.
virtual bool queryResult(MovableObject *first, MovableObject *second)=0
Called when 2 movable objects intersect one another.
virtual ~IntersectionSceneQueryListener()
virtual bool queryResult(MovableObject *movable, SceneQuery::WorldFragment *fragment)=0
Called when a movable intersects a world fragment.
Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another.
bool queryResult(MovableObject *first, MovableObject *second)
Self-callback in order to deal with execute which returns collection.
virtual IntersectionSceneQueryResult & execute(void)
Executes the query, returning the results back in one list.
IntersectionSceneQuery(SceneManager *mgr)
virtual IntersectionSceneQueryResult & getLastResults(void) const
Gets the results of the last query that was run using this object, provided the query was executed us...
virtual void clearResults(void)
Clears the results of the last query execution.
IntersectionSceneQueryResult * mLastResult
virtual void execute(IntersectionSceneQueryListener *listener)=0
Executes the query and returns each match through a listener interface.
virtual ~IntersectionSceneQuery()
bool queryResult(MovableObject *movable, SceneQuery::WorldFragment *fragment)
Self-callback in order to deal with execute which returns collection.
Abstract class defining a movable object in a scene.
Specialises the SceneQuery class for querying within a plane-bounded volume.
virtual ~PlaneBoundedVolumeListSceneQuery()
PlaneBoundedVolumeList mVolumes
PlaneBoundedVolumeListSceneQuery(SceneManager *mgr)
void setVolumes(const PlaneBoundedVolumeList &volumes)
Sets the volume which is to be used for this query.
const PlaneBoundedVolumeList & getVolumes() const
Gets the volume which is being used for this query.
Alternative listener class for dealing with RaySceneQuery.
virtual ~RaySceneQueryListener()
virtual bool queryResult(SceneQuery::WorldFragment *fragment, Real distance)=0
Called when a world fragment is intersected by the ray.
virtual bool queryResult(MovableObject *obj, Real distance)=0
Called when a movable objects intersects the ray.
Specialises the SceneQuery class for querying along a ray.
RaySceneQuery(SceneManager *mgr)
virtual void setSortByDistance(bool sort, ushort maxresults=0)
Sets whether the results of this query will be sorted by distance along the ray.
virtual void setRay(const Ray &ray)
Sets the ray which is to be used for this query.
RaySceneQueryResult mResult
virtual bool getSortByDistance(void) const
Gets whether the results are sorted by distance.
bool queryResult(MovableObject *obj, Real distance)
Self-callback in order to deal with execute which returns collection.
virtual RaySceneQueryResult & execute(void)
Executes the query, returning the results back in one list.
virtual const Ray & getRay(void) const
Gets the ray which is to be used for this query.
virtual RaySceneQueryResult & getLastResults(void)
Gets the results of the last query that was run using this object, provided the query was executed us...
bool queryResult(SceneQuery::WorldFragment *fragment, Real distance)
Self-callback in order to deal with execute which returns collection.
virtual ushort getMaxResults(void) const
Gets the maximum number of results returned from the query (only relevant if results are being sorted...
virtual void clearResults(void)
Clears the results of the last query execution.
virtual void execute(RaySceneQueryListener *listener)=0
Executes the query and returns each match through a listener interface.
Representation of a ray in space, i.e.
Abstract class defining a query which returns single results from a region.
virtual void clearResults(void)
Clears the results of the last query execution.
virtual void execute(SceneQueryListener *listener)=0
Executes the query and returns each match through a listener interface.
bool queryResult(MovableObject *first)
Self-callback in order to deal with execute which returns collection.
virtual SceneQueryResult & getLastResults(void) const
Gets the results of the last query that was run using this object, provided the query was executed us...
virtual ~RegionSceneQuery()
virtual SceneQueryResult & execute(void)
Executes the query, returning the results back in one list.
SceneQueryResult * mLastResult
RegionSceneQuery(SceneManager *mgr)
Standard constructor, should be called by SceneManager.
bool queryResult(SceneQuery::WorldFragment *fragment)
Self-callback in order to deal with execute which returns collection.
'New' rendering operation using vertex buffers.
Manages the organisation and rendering of a 'scene' i.e.
This optional class allows you to receive per-result callbacks from SceneQuery executions instead of ...
virtual bool queryResult(MovableObject *object)=0
Called when a MovableObject is returned by a query.
virtual bool queryResult(SceneQuery::WorldFragment *fragment)=0
Called when a WorldFragment is returned by a query.
virtual ~SceneQueryListener()
A class for performing queries on a scene.
WorldFragmentType
This type can be used by collaborating applications & SceneManagers to agree on the type of world geo...
@ WFT_SINGLE_INTERSECTION
Return a single intersection point (typically RaySceneQuery only)
@ WFT_PLANE_BOUNDED_REGION
Return pointers to convex plane-bounded regions.
@ WFT_NONE
Return no world geometry hits at all.
@ WFT_CUSTOM_GEOMETRY
Custom geometry as defined by the SceneManager.
SceneManager * mParentSceneMgr
virtual uint32 getQueryTypeMask(void) const
Returns the current mask for this query.
SceneQuery(SceneManager *mgr)
Standard constructor, should be called by SceneManager.
virtual const set< WorldFragmentType >::type * getSupportedWorldFragmentTypes(void) const
Returns the types of world fragments this query supports.
WorldFragmentType mWorldFragmentType
set< WorldFragmentType >::type mSupportedWorldFragments
virtual void setQueryTypeMask(uint32 mask)
Sets the type mask for results of this query.
virtual WorldFragmentType getWorldFragmentType(void) const
Gets the current world fragment types to be returned from the query.
virtual void setQueryMask(uint32 mask)
Sets the mask for results of this query.
virtual void setWorldFragmentType(enum WorldFragmentType wft)
Tells the query what kind of world geometry to return from queries; often the full renderable geometr...
virtual uint32 getQueryMask(void) const
Returns the current mask for this query.
Specialises the SceneQuery class for querying within a sphere.
const Sphere & getSphere() const
Gets the sphere which is being used for this query.
SphereSceneQuery(SceneManager *mgr)
void setSphere(const Sphere &sphere)
Sets the sphere which is to be used for this query.
virtual ~SphereSceneQuery()
A sphere primitive, mostly used for bounds checking.
Standard 3-dimensional vector.
vector< PlaneBoundedVolume >::type PlaneBoundedVolumeList
vector< RaySceneQueryResultEntry >::type RaySceneQueryResult
list< SceneQueryMovableObjectWorldFragmentPair >::type SceneQueryMovableWorldFragmentIntersectionList
std::pair< MovableObject *, MovableObject * > SceneQueryMovableObjectPair
list< MovableObject * >::type SceneQueryResultMovableList
list< SceneQuery::WorldFragment * >::type SceneQueryResultWorldFragmentList
list< SceneQueryMovableObjectPair >::type SceneQueryMovableIntersectionList
std::pair< MovableObject *, SceneQuery::WorldFragment * > SceneQueryMovableObjectWorldFragmentPair
float Real
Software floating point type.
Holds the results of an intersection scene query (pair values).
SceneQueryMovableWorldFragmentIntersectionList movables2world
List of movable / world intersections.
SceneQueryMovableIntersectionList movables2movables
List of movable / movable intersections (entities, particle systems etc)
This struct allows a single comparison of result data no matter what the type.
MovableObject * movable
The movable, or NULL if this is not a movable result.
SceneQuery::WorldFragment * worldFragment
The world fragment, or NULL if this is not a fragment result.
Real distance
Distance along the ray.
Holds the results of a scene query.
SceneQueryResultMovableList movables
List of movable objects in the query (entities, particle systems etc)
SceneQueryResultWorldFragmentList worldFragments
List of world fragments.
Represents part of the world geometry that is a result of a SceneQuery.
RenderOperation * renderOp
General render operation structure, fallback if nothing else is available.
WorldFragmentType fragmentType
The type of this world fragment.
list< Plane >::type * planes
Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION.
Vector3 singleIntersection
Single intersection point, only applicable for WFT_SINGLE_INTERSECTION.
void * geometry
Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY.