Exemplo n.º 1
0
        public override void Execute(IIntersectionSceneQueryListener listener)
        {
            var set = new Dictionary <MovableObject, MovableObject>();

            // Iterate over all movable types
            foreach (Core.MovableObjectFactory factory in Root.Instance.MovableObjectFactories.Values)
            {
                MovableObjectCollection col = creator.GetMovableObjectCollection(factory.Type);
                foreach (MovableObject e in col.Values)
                {
                    PCZone zone = ((PCZSceneNode)(e.ParentSceneNode)).HomeZone;
                    var    list = new List <PCZSceneNode>();
                    //find the nodes that intersect the AAB
                    ((PCZSceneManager)creator).FindNodesIn(e.GetWorldBoundingBox(), ref list, zone, null);
                    //grab all moveables from the node that intersect...
                    foreach (PCZSceneNode node in list)
                    {
                        foreach (MovableObject m in node.Objects)
                        {
                            // MovableObject m =
                            if (m != e && !set.ContainsKey(m) && !set.ContainsKey(e) && (m.QueryFlags & queryMask) != 0 &&
                                (m.TypeFlags & this.queryTypeMask) != 0 && m.IsAttached &&
                                e.GetWorldBoundingBox().Intersects(m.GetWorldBoundingBox()))
                            {
                                listener.OnQueryResult(e, m);
                                // deal with attached objects, since they are not directly attached to nodes
                                if (m.MovableType == "Entity")
                                {
                                    var e2 = (Entity)m;
                                    foreach (MovableObject c in e2.SubEntities)
                                    {
                                        if ((c.QueryFlags & queryMask) != 0 && e.GetWorldBoundingBox().Intersects(c.GetWorldBoundingBox()))
                                        {
                                            listener.OnQueryResult(e, c);
                                        }
                                    }
                                }
                            }
                            set.Add(e, m);
                        }
                    }
                }
            }
        }
Exemplo n.º 2
0
		public override void Execute( IIntersectionSceneQueryListener listener )
		{
			MovableObjectFactoryMap factories = Root.Instance.MovableObjectFactories;
			IEnumerator enumFactories = factories.GetEnumerator();
			while ( enumFactories.Current != null )
			{
				KeyValuePair<string, MovableObjectFactory> map = (KeyValuePair<string, MovableObjectFactory>)enumFactories.Current;
				MovableObjectCollection movableObjects = this.creator.GetMovableObjectCollection( map.Value.Type );
				IEnumerator enumA = movableObjects.GetEnumerator();
				while ( enumA.Current != null )
				{
					MovableObject objectA = (MovableObject)enumA.Current;
					// skip group if query type doesn't match
					if ( ( this.QueryTypeMask & objectA.TypeFlags ) == 0 )
					{
						break;
					}

					// skip if unattached or filtered out by query flags
					if ( !objectA.IsInScene || ( objectA.QueryFlags & this.queryMask ) == 0 )
					{
						continue;
					}

					// Check against later objects in the same group
					IEnumerator enumB = enumA;
					while ( enumB.Current != null )
					{
						MovableObject objectB = (MovableObject)enumB.Current;
						if ( ( ( this.QueryMask & objectB.QueryFlags ) != 0 ) && objectB.IsInScene )
						{
							AxisAlignedBox box1 = objectA.GetWorldBoundingBox();
							AxisAlignedBox box2 = objectB.GetWorldBoundingBox();

							if ( box1.Intersects( box2 ) )
							{
								listener.OnQueryResult( objectA, objectB );
							}
						}
						enumB.MoveNext();
					}

					// Check  against later groups
					IEnumerator enumFactoriesLater = enumFactories;
					while ( enumFactoriesLater.Current != null )
					{
						KeyValuePair<string, MovableObjectFactory> mapLater = (KeyValuePair<string, MovableObjectFactory>)enumFactoriesLater.Current;

						MovableObjectCollection movableObjectsLater = this.creator.GetMovableObjectCollection( mapLater.Value.Type );
						IEnumerator enumC = movableObjectsLater.GetEnumerator();
						while ( enumC.Current != null )
						{
							MovableObject objectC = (MovableObject)enumC.Current;
							// skip group if query type doesn't match
							if ( ( this.QueryTypeMask & objectC.TypeFlags ) == 0 )
							{
								break;
							}

							if ( ( ( this.QueryMask & objectC.QueryFlags ) != 0 ) && objectC.IsInScene )
							{
								AxisAlignedBox box1 = objectA.GetWorldBoundingBox();
								AxisAlignedBox box2 = objectC.GetWorldBoundingBox();

								if ( box1.Intersects( box2 ) )
								{
									listener.OnQueryResult( objectA, objectC );
								}
							}
							enumC.MoveNext();
						}
						enumFactoriesLater.MoveNext();
					}
					enumA.MoveNext();
				}
				enumFactories.MoveNext();
			}
		}
Exemplo n.º 3
0
		/// <summary>
		/// Go through each leaf node in <see cref="BspLevel"/> and check movables against each other and against <see cref="BspBrush"/> fragments.
		/// The bounding boxes of object are used when checking for the intersections.
		/// </summary>
		/// <param name="listener"></param>
		public override void Execute( IIntersectionSceneQueryListener listener )
		{
			//Issue: some movable-movable intersections could be reported twice if 2 movables
			//overlap 2 leaves?
			BspLevel lvl = ( (BspSceneManager)creator ).Level;
			int leafPoint = lvl.LeafStart;
			int numLeaves = lvl.NumLeaves;

			this.objIntersections.Clear();
			this.brushIntersections.Clear();

			while ( --numLeaves >= 0 )
			{
				BspNode leaf = lvl.Nodes[ leafPoint ];

				this.objectsDone.Clear();

				foreach ( MovableObject aObj in leaf.Objects.Values )
				{
					// skip this object if collision not enabled
					if ( ( aObj.QueryFlags & queryMask ) == 0 )
					{
						continue;
					}

					// get it's bounds
					AxisAlignedBox aBox = aObj.GetWorldBoundingBox();

					// check object against the others in this node
					foreach ( MovableObject bObj in this.objectsDone )
					{
						if ( aBox.Intersects( bObj.GetWorldBoundingBox() ) )
						{
							// check if this pair is already reported
							IList interObjList = this.objIntersections.FindBucket( aObj );
							if ( interObjList == null || interObjList.Contains( bObj ) == false )
							{
								this.objIntersections.Add( aObj, bObj );
								listener.OnQueryResult( aObj, bObj );
							}
						}
					}

					if ( ( QueryTypeMask & (uint)SceneQueryTypeMask.WorldGeometry ) != 0 )
					{
						// check object against brushes
						if ( ( QueryTypeMask & (ulong)SceneQueryTypeMask.WorldGeometry ) != 0 )
						{
							foreach ( BspBrush brush in leaf.SolidBrushes )
							{
								if ( brush == null )
								{
									continue;
								}

								// test brush against object
								this.boundedVolume.planes = brush.Planes;
								if ( this.boundedVolume.Intersects( aBox ) )
								{
									// check if this pair is already reported
									IList interBrushList = this.brushIntersections.FindBucket( aObj );
									if ( interBrushList == null || interBrushList.Contains( brush ) == false )
									{
										this.brushIntersections.Add( aObj, brush );
										// report this brush as it's WorldFragment
										listener.OnQueryResult( aObj, brush.Fragment );
									}
								}
							}
						}
					}
					this.objectsDone.Add( aObj );
				}

				++leafPoint;
			}
		}
        /// <summary>
        ///		<see cref="IntersectionSceneQuery"/>
        /// </summary>
        public override void Execute( IIntersectionSceneQueryListener listener )
        {
            // Do movables to movables as before

            base.Execute( listener );

            SceneQuery.WorldFragment frag = new SceneQuery.WorldFragment();

            // Do entities to world

            SceneManager sceneMgr = (SceneManager)( this.creator );

            for(int i = 0; i < sceneMgr.Entities.Count; i++)

            {

                Entity entityA = sceneMgr.Entities[i];

                // Apply mask

                if ( ( entityA.QueryFlags & queryMask) == 0 )

                {

                    AxisAlignedBox box = entityA.GetWorldBoundingBox( );

                    ArrayList opList = new ArrayList();

            /*

                    for ( int j = 0; j < mOptions->world_height; j++ )

                    {

                        for ( int i = 0; i < mOptions->world_width; i++ )

                        {

            //					if ( sceneMgr->mPages[ i ][ j ]->isLoaded( ) == true )

            //					{

            //						sceneMgr->mPages[ i ][ j ]->getIPLRenderOpsInBox( box, opList );

            //					}

                        }

                    }

            */

                    for ( int j = 0; j < opList.Count; ++j )

                    {

                        frag.FragmentType = WorldFragmentType.RenderOperation;

                        frag.RenderOp = (RenderOperation) opList[i];

                        listener.OnQueryResult( entityA, frag );

                    }

                }

            }
        }
Exemplo n.º 5
0
		public override void Execute( IIntersectionSceneQueryListener listener )
		{
			var set = new Dictionary<MovableObject, MovableObject>();

			// Iterate over all movable types
			foreach ( Core.MovableObjectFactory factory in Root.Instance.MovableObjectFactories.Values )
			{
				MovableObjectCollection col = creator.GetMovableObjectCollection( factory.Type );
				foreach ( MovableObject e in col.Values )
				{
					PCZone zone = ( (PCZSceneNode)( e.ParentSceneNode ) ).HomeZone;
					var list = new List<PCZSceneNode>();
					//find the nodes that intersect the AAB
					( (PCZSceneManager)creator ).FindNodesIn( e.GetWorldBoundingBox(), ref list, zone, null );
					//grab all moveables from the node that intersect...
					foreach ( PCZSceneNode node in list )
					{
						foreach ( MovableObject m in node.Objects )
						{
							// MovableObject m =
							if ( m != e && !set.ContainsKey( m ) && !set.ContainsKey( e ) && ( m.QueryFlags & queryMask ) != 0 &&
							     ( m.TypeFlags & this.queryTypeMask ) != 0 && m.IsAttached &&
							     e.GetWorldBoundingBox().Intersects( m.GetWorldBoundingBox() ) )
							{
								listener.OnQueryResult( e, m );
								// deal with attached objects, since they are not directly attached to nodes
								if ( m.MovableType == "Entity" )
								{
									var e2 = (Entity)m;
									foreach ( MovableObject c in e2.SubEntities )
									{
										if ( ( c.QueryFlags & queryMask ) != 0 && e.GetWorldBoundingBox().Intersects( c.GetWorldBoundingBox() ) )
										{
											listener.OnQueryResult( e, c );
										}
									}
								}
							}
							set.Add( e, m );
						}
					}
				}
			}
		}
Exemplo n.º 6
0
		/// <summary>
		///		Executes the query and returns each match through a listener interface.
		/// </summary>
		/// <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.
		/// </remarks>
		/// <param name="listener">Listener object to handle the result callbacks.</param>
		public abstract void Execute( IIntersectionSceneQueryListener listener );
        /// <summary>

        ///		<see cref="IntersectionSceneQuery"/>

        /// </summary>

        public override void Execute(IIntersectionSceneQueryListener listener)

        {
            // Do movables to movables as before

            base.Execute(listener);

            SceneQuery.WorldFragment frag = new SceneQuery.WorldFragment();



            // Do entities to world

            SceneManager sceneMgr = (SceneManager)(this.creator);



            for (int i = 0; i < sceneMgr.Entities.Count; i++)

            {
                Entity entityA = sceneMgr.Entities[i];



                // Apply mask

                if ((entityA.QueryFlags & queryMask) == 0)

                {
                    AxisAlignedBox box = entityA.GetWorldBoundingBox( );

                    ArrayList opList = new ArrayList();



                    /*
                     *
                     *                      for ( int j = 0; j < mOptions->world_height; j++ )
                     *
                     *                      {
                     *
                     *                              for ( int i = 0; i < mOptions->world_width; i++ )
                     *
                     *                              {
                     *
                     * //					if ( sceneMgr->mPages[ i ][ j ]->isLoaded( ) == true )
                     *
                     * //					{
                     *
                     * //						sceneMgr->mPages[ i ][ j ]->getIPLRenderOpsInBox( box, opList );
                     *
                     * //					}
                     *
                     *                              }
                     *
                     *                      }
                     *
                     */

                    for (int j = 0; j < opList.Count; ++j)

                    {
                        frag.FragmentType = WorldFragmentType.RenderOperation;

                        frag.RenderOp = (RenderOperation)opList[i];

                        listener.OnQueryResult(entityA, frag);
                    }
                }
            }
        }
        public override void Execute(IIntersectionSceneQueryListener listener)
        {
            foreach (Dictionary<string, MovableObject> objectMap in creator.MovableObjectMaps) {
                ICollection<MovableObject> movableObjects = objectMap.Values;
                int numEntries = movableObjects.Count;
                MovableObject[] movableObjectArray = new MovableObject[numEntries];
                movableObjects.CopyTo(movableObjectArray, 0);
                for (int a = 0; a < (numEntries - 1); a++) {
                    MovableObject aobj = movableObjectArray[a];

                    // skip if unattached or filtered out by query flags
                    if (!aobj.IsAttached || (aobj.QueryFlags & queryMask) == 0) {
                        continue;
                    }

                    // Loop b from a+1 to last
                    int b = a;
                    for (++b; b != (numEntries - 1); ++b) {
                        MovableObject bobj = movableObjectArray[b];

                        // skip if unattached or filtered out by query flags
                        if (!bobj.IsAttached || (bobj.QueryFlags & queryMask) == 0) {
                            continue;
                        }

                        // Apply mask to b (both must pass)
                        if ((bobj.QueryFlags & this.queryMask) != 0) {
                            AxisAlignedBox box1 = aobj.GetWorldBoundingBox();
                            AxisAlignedBox box2 = bobj.GetWorldBoundingBox();

                            if (box1.Intersects(box2)) {
                                listener.OnQueryResult(aobj, bobj);
                            }
                        }

                    }
                }
            }
        }
Exemplo n.º 9
0
 /// <summary>
 ///		Executes the query and returns each match through a listener interface.
 /// </summary>
 /// <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.
 /// </remarks>
 /// <param name="listener">Listener object to handle the result callbacks.</param>
 public abstract void Execute(IIntersectionSceneQueryListener listener);
        public override void Execute(IIntersectionSceneQueryListener listener)
        {
            //Go through each leaf node in BspLevel and check movables against each other and world
            //Issue: some movable-movable intersections could be reported twice if 2 movables
            //overlap 2 leaves?
            BspLevel lvl = ((BspSceneManager) this.creator).Level;
            int leafPoint = lvl.LeafStart;
            int numLeaves = lvl.NumLeaves;

            Bsp.Collections.Map objIntersections = new Bsp.Collections.Map();
            PlaneBoundedVolume boundedVolume = new PlaneBoundedVolume(PlaneSide.Positive);

            while ((numLeaves--) != 0)
            {
                BspNode leaf = lvl.Nodes[leafPoint];
                MovableObjectCollection objects = leaf.Objects;
                int numObjects = objects.Count;

                for(int a = 0; a < numObjects; a++)
                {
                    MovableObject aObj = objects[a];
                    // Skip this object if collision not enabled
                    if((aObj.QueryFlags & queryMask) == 0)
                        continue;

                    if(a < (numObjects - 1))
                    {
                        // Check object against others in this node
                        int b = a;
                        for (++b; b < numObjects; ++b)
                        {
                            MovableObject bObj = objects[b];
                            // Apply mask to b (both must pass)
                            if ((bObj.QueryFlags & queryMask) != 0)
                            {
                                AxisAlignedBox box1 = aObj.GetWorldBoundingBox();
                                AxisAlignedBox box2 = bObj.GetWorldBoundingBox();

                                if (box1.Intersects(box2))
                                {
                                    //Check if this pair is already reported
                                    bool alreadyReported = false;
                                    IList interObjList = objIntersections.FindBucket(aObj);
                                    if (interObjList != null)
                                        if (interObjList.Contains(bObj))
                                            alreadyReported = true;

                                    if (!alreadyReported)
                                    {
                                        objIntersections.Insert(aObj,bObj);
                                        listener.OnQueryResult(aObj,bObj);
                                    }
                                }
                            }
                        }
                    }
                    // Check object against brushes

                    /*----This is for bounding sphere-----
                    float radius = aObj.BoundingRadius;
                    //-------------------------------------------*/

                    for (int brushPoint=0; brushPoint < leaf.SolidBrushes.Length; brushPoint++)
                    {
                        BspBrush brush = leaf.SolidBrushes[brushPoint];

                        if (brush == null) continue;

                        bool brushIntersect = true; // Assume intersecting for now

                        /*----This is for bounding sphere-----
                        IEnumerator planes = brush.Planes.GetEnumerator();

                        while (planes.MoveNext())
                        {
                            float dist = ((Plane)planes.Current).GetDistance(pos);
                            if (dist > radius)
                            {
                                // Definitely excluded
                                brushIntersect = false;
                                break;
                            }
                        }
                        //-------------------------------------------*/

                        boundedVolume.planes = brush.Planes;
                        //Test object as bounding box
                        if (!boundedVolume.Intersects(aObj.GetWorldBoundingBox()))
                            brushIntersect = false;

                        if (brushIntersect)
                        {
                            //Check if this pair is already reported
                            bool alreadyReported = false;
                            IList interObjList = objIntersections.FindBucket(aObj);
                            if (interObjList != null)
                                if (interObjList.Contains(brush))
                                    alreadyReported = true;

                            if (!alreadyReported)
                            {
                                objIntersections.Insert(aObj,brush);
                                // report this brush as it's WorldFragment
                                brush.Fragment.FragmentType = WorldFragmentType.PlaneBoundedRegion;
                                listener.OnQueryResult(aObj,brush.Fragment);
                            }
                        }
                    }
                }
                ++leafPoint;
            }
        }