//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SPRITE_BATCH_QUERY_H_ #define _SPRITE_BATCH_QUERY_H_ #ifndef _SPRITE_BATCH_QUERY_RESULT_H_ #include "2d/core/SpriteBatchQueryResult.h" #endif ///----------------------------------------------------------------------------- class SpriteBatch; class SpriteBatchItem; ///----------------------------------------------------------------------------- class SpriteBatchQuery : protected b2DynamicTree, public b2QueryCallback, public b2RayCastCallback { public: SpriteBatchQuery( SpriteBatch* pSpriteBatch ); virtual ~SpriteBatchQuery() {} /// Standard scope. S32 add( SpriteBatchItem* pSpriteBatchItem ); void remove( SpriteBatchItem* pSpriteBatchItem ); bool update( SpriteBatchItem* pSpriteBatchItem, const b2AABB& aabb, const b2Vec2& displacement ); //// Spatial queries. U32 queryArea( const b2AABB& aabb, const bool targetOOBB ); U32 queryOOBB( const b2AABB& aabb, b2PolygonShape& oobb, const bool targetOOBB ); U32 queryRay( const Vector2& point1, const Vector2& point2, const bool targetOOBB ); U32 queryPoint( const Vector2& point, const bool targetOOBB ); /// Results. void clearQuery( void ); typeSpriteBatchQueryResultVector& getQueryResults( void ) { return mQueryResults; } inline U32 getQueryResultsCount( void ) const { return mQueryResults.size(); } inline bool getIsRaycastQueryResult( void ) const { return mIsRaycastQueryResult; } void sortRaycastQueryResult( void ); /// Unused result callbacks. virtual bool ReportFixture( b2Fixture* fixture ) { return true; } virtual F32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, F32 fraction ) { return 1.0; } /// Callbacks. bool QueryCallback( S32 proxyId ); F32 RayCastCallback( const b2RayCastInput& input, S32 proxyId ); private: static S32 QSORT_CALLBACK rayCastFractionSort(const void* a, const void* b); private: SpriteBatch* mpSpriteBatch; b2PolygonShape mComparePolygonShape; b2RayCastInput mCompareRay; b2Vec2 mComparePoint; b2Transform mCompareTransform; bool mCheckOOBB; bool mCheckPoint; typeSpriteBatchQueryResultVector mQueryResults; bool mIsRaycastQueryResult; typeSceneObjectVector mAlwaysInScopeSet; U32 mMasterQueryKey; }; #endif // _SPRITE_BATCH_QUERY_H_