//----------------------------------------------------------------------------- // 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 _WORLD_QUERY_H_ #define _WORLD_QUERY_H_ #ifndef _WORLD_QUERY_FILTER_H_ #include "2d/scene/WorldQueryFilter.h" #endif #ifndef _WORLD_QUERY_RESULT_H_ #include "2d/scene/WorldQueryResult.h" #endif ///----------------------------------------------------------------------------- class Scene; ///----------------------------------------------------------------------------- class WorldQuery : protected b2DynamicTree, public b2QueryCallback, public b2RayCastCallback, public SimObject { public: WorldQuery( Scene* pScene ); virtual ~WorldQuery() {} /// Standard scope. S32 add( SceneObject* pSceneObject ); void remove( SceneObject* pSceneObject ); bool update( SceneObject* pSceneObject, const b2AABB& aabb, const b2Vec2& displacement ); /// Always in scope. void addAlwaysInScope( SceneObject* pSceneObject ); void removeAlwaysInScope( SceneObject* pSceneObject ); /// World collision-shape queries. U32 collisionQueryAABB( const b2AABB& aabb ); U32 collisionQueryRay( const Vector2& point1, const Vector2& point2 ); U32 collisionQueryPoint( const Vector2& point ); U32 collisionQueryCircle( const Vector2& centroid, const F32 radius ); /// AABB queries. U32 aabbQueryAABB( const b2AABB& aabb ); U32 aabbQueryRay( const Vector2& point1, const Vector2& point2 ); U32 aabbQueryPoint( const Vector2& point ); U32 aabbQueryCircle( const Vector2& centroid, const F32 radius ); /// OOBB queries. U32 oobbQueryAABB( const b2AABB& aabb ); U32 oobbQueryRay( const Vector2& point1, const Vector2& point2 ); U32 oobbQueryPoint( const Vector2& point ); U32 oobbQueryCircle( const Vector2& centroid, const F32 radius ); /// Any queries. U32 anyQueryAABB( const b2AABB& aabb ); U32 anyQueryArea(const Vector2 & lower, const Vector2 & upper); U32 anyQueryRay( const Vector2& point1, const Vector2& point2 ); U32 anyQueryPoint( const Vector2& point ); U32 anyQueryCircle( const Vector2& centroid, const F32 radius ); /// Filtering. inline void setQueryFilter( const WorldQueryFilter& queryFilter ) { mQueryFilter = queryFilter; } /// Results. void clearQuery( void ); typeWorldQueryResultVector& getLayeredQueryResults( const U32 layer ); typeWorldQueryResultVector& getQueryResults( void ) { return mQueryResults; } inline U32 getQueryResultsCount( void ) const { return mQueryResults.size(); } inline bool getIsRaycastQueryResult( void ) const { return mIsRaycastQueryResult; } void sortRaycastQueryResult( void ); /// Callbacks. virtual bool ReportFixture( b2Fixture* fixture ); virtual F32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, F32 fraction ); bool QueryCallback( S32 proxyId ); F32 RayCastCallback( const b2RayCastInput& input, S32 proxyId ); private: void injectAlwaysInScope( void ); static S32 QSORT_CALLBACK rayCastFractionSort(const void* a, const void* b); private: Scene* mpScene; WorldQueryFilter mQueryFilter; b2PolygonShape mComparePolygonShape; b2CircleShape mCompareCircleShape; b2RayCastInput mCompareRay; b2Vec2 mComparePoint; b2Transform mCompareTransform; bool mCheckPoint; bool mCheckAABB; bool mCheckOOBB; bool mCheckCircle; typeWorldQueryResultVector mLayeredQueryResults[MAX_LAYERS_SUPPORTED]; typeWorldQueryResultVector mQueryResults; bool mIsRaycastQueryResult; typeSceneObjectVector mAlwaysInScopeSet; U32 mMasterQueryKey; }; #endif // _WORLD_QUERY_H_