Example #1
0
    //---------------------------------------------------------------------
    void PCZPlaneBoundedVolumeListSceneQuery::execute(SceneQueryListener* listener)
    {
        std::set<SceneNode*> checkedSceneNodes;

        PlaneBoundedVolumeList::iterator pi, piend;
        piend = mVolumes.end();
        for (pi = mVolumes.begin(); pi != piend; ++pi)
        {
            PCZSceneNodeList list;
            //find the nodes that intersect the Plane bounded Volume
            static_cast<PCZSceneManager*>( mParentSceneMgr ) -> findNodesIn( *pi, list, mStartZone, (PCZSceneNode*)mExcludeNode );

            //grab all moveables from the node that intersect...
            PCZSceneNodeList::iterator it, itend;
            itend = list.end();
            for (it = list.begin(); it != itend; ++it)
            {
                // avoid double-check same scene node
                if (!checkedSceneNodes.insert(*it).second)
                    continue;
                SceneNode::ObjectIterator oit = (*it) -> getAttachedObjectIterator();
                while( oit.hasMoreElements() )
                {
                    MovableObject * m = oit.getNext();
                    if( (m->getQueryFlags() & mQueryMask) && 
                        (m->getTypeFlags() & mQueryTypeMask) && 
                        m->isInScene() &&
                        (*pi).intersects( m->getWorldBoundingBox() ) )
                    {
                        listener -> queryResult( m );
                        // deal with attached objects, since they are not directly attached to nodes
                        if (m->getMovableType() == "Entity")
                        {
                            Entity* e = static_cast<Entity*>(m);
                            Entity::ChildObjectListIterator childIt = e->getAttachedObjectIterator();
                            while(childIt.hasMoreElements())
                            {
                                MovableObject* c = childIt.getNext();
                                if (c->getQueryFlags() & mQueryMask &&
                                    (*pi).intersects( c->getWorldBoundingBox()))
                                {
                                    listener->queryResult(c);
                                }
                            }
                        }
                    }
                }
            }
        }//for
        // reset startzone and exclude node
        mStartZone = 0;
        mExcludeNode = 0;
    }
Example #2
0
    //---------------------------------------------------------------------
    void PCZRaySceneQuery::execute(RaySceneQueryListener* listener)
    {
        PCZSceneNodeList list;
        //find the nodes that intersect the Ray
        static_cast<PCZSceneManager*>( mParentSceneMgr ) -> findNodesIn( mRay, list, mStartZone, (PCZSceneNode*)mExcludeNode );

        //grab all moveables from the node that intersect...
        PCZSceneNodeList::iterator it = list.begin();
        while( it != list.end() )
        {
            SceneNode::ObjectIterator oit = (*it) -> getAttachedObjectIterator();
            while( oit.hasMoreElements() )
            {
                MovableObject * m = oit.getNext();
                if( (m->getQueryFlags() & mQueryMask) && 
                    (m->getTypeFlags() & mQueryTypeMask) && m->isInScene() )
                {
                    std::pair<bool, Real> result = mRay.intersects(m->getWorldBoundingBox());

                    if( result.first )
                    {
                        listener -> queryResult( m, result.second );
                        // deal with attached objects, since they are not directly attached to nodes
                        if (m->getMovableType() == "Entity")
                        {
                            Entity* e = static_cast<Entity*>(m);
                            Entity::ChildObjectListIterator childIt = e->getAttachedObjectIterator();
                            while(childIt.hasMoreElements())
                            {
                                MovableObject* c = childIt.getNext();
                                if (c->getQueryFlags() & mQueryMask)
                                {
                                    result = mRay.intersects(c->getWorldBoundingBox());
                                    if (result.first)
                                    {
                                        listener->queryResult(c, result.second);
                                    }
                                }
                            }
                        }
                    }
                }
            }
            ++it;
        }
        // reset startzone and exclude node
        mStartZone = 0;
        mExcludeNode = 0;
    }
Example #3
0
    //---------------------------------------------------------------------
    void PCZIntersectionSceneQuery::execute(IntersectionSceneQueryListener* listener)
    {
        typedef std::pair<MovableObject *, MovableObject *> MovablePair;
        typedef std::set
            < std::pair<MovableObject *, MovableObject *> > MovableSet;

        MovableSet set;

        // Iterate over all movable types
        Root::MovableObjectFactoryIterator factIt = 
            Root::getSingleton().getMovableObjectFactoryIterator();
        while(factIt.hasMoreElements())
        {
            SceneManager::MovableObjectIterator it = 
                mParentSceneMgr->getMovableObjectIterator(
                factIt.getNext()->getType());
            while( it.hasMoreElements() )
            {

                MovableObject * e = it.getNext();
                PCZone * zone = ((PCZSceneNode*)(e->getParentSceneNode()))->getHomeZone();
                PCZSceneNodeList list;
                //find the nodes that intersect the AAB
                static_cast<PCZSceneManager*>( mParentSceneMgr ) -> findNodesIn( e->getWorldBoundingBox(), list, zone, 0 );
                //grab all moveables from the node that intersect...
                PCZSceneNodeList::iterator nit = list.begin();
                while( nit != list.end() )
                {
                    SceneNode::ObjectIterator oit = (*nit) -> getAttachedObjectIterator();
                    while( oit.hasMoreElements() )
                    {
                        MovableObject * m = oit.getNext();

                        if( m != e &&
                            set.find( MovablePair(e,m)) == set.end() &&
                            set.find( MovablePair(m,e)) == set.end() &&
                            (m->getQueryFlags() & mQueryMask) &&
                            (m->getTypeFlags() & mQueryTypeMask) &&
                            m->isInScene() && 
                            e->getWorldBoundingBox().intersects( m->getWorldBoundingBox() ) )
                        {
                            listener -> queryResult( e, m );
                            // deal with attached objects, since they are not directly attached to nodes
                            if (m->getMovableType() == "Entity")
                            {
                                Entity* e2 = static_cast<Entity*>(m);
                                Entity::ChildObjectListIterator childIt = e2->getAttachedObjectIterator();
                                while(childIt.hasMoreElements())
                                {
                                    MovableObject* c = childIt.getNext();
                                    if (c->getQueryFlags() & mQueryMask && 
                                        e->getWorldBoundingBox().intersects( c->getWorldBoundingBox() ))
                                    {
                                        listener->queryResult(e, c);
                                    }
                                }
                            }
                        }
                        set.insert( MovablePair(e,m) );

                    }
                    ++nit;
                }

            }
        }
    }