一.简要概述:
在ogre中场景查询主要使用SceneQuery及其子类。场景查询主要有三中:RaySceneQuery即射线场景查询;RegionSceneQuery即区域场景查询;IntersectionSceneQuery即相交场景查询;而RegiontionSceneQuery又分为:SphereSceneQuery, AxisAlignedBoxSceneQuery和 PlaneBoundedVolumeListSceneQuery;
二.有关查询应用
1.AxisAlignedBoxSceneQuery
这个东西是碰撞检测的基础,和它类似的还有OBB(有向包围盒),由于OBB创建复杂,所以Ogre采用了AABB。
最简单的碰撞检测:
通过Ogre::SceneNode::_getWorldAABB()可以取得这个叶子节点的AABB(Ogre::AxisAlignedBox),Ogre::AxisAlignedBox封装了对AABB的支持,该类的成员函数Ogre::AxisAlignedBox::intersects()可以判断一个AABB和"球体、点、面以及其他面"的相交情况(碰撞情况)。
m_SphereNode 树的叶子,挂了一个"球"
m_CubeNode 树的叶子,挂了一个"正方体"
AxisAlignedBox spbox = m_SphereNode->_getWorldAABB();
AxisAlignedBox cbbox = m_CubeNode->_getWorldAABB();
if(spbox.intersects(cbbox))
{
//相交
}
一个简单例子代码:
#include"ExampleApplication.h"
#include <stdio.h>
class CollionFrameListener:public ExampleFrameListener
{
private:
SceneNode* m_node;
SceneNode*m_node2;
SceneManager* mSceneMgr;
public:
CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneNode*node22,SceneManager* manager)
:ExampleFrameListener(win,cam),m_node(node),m_node2(node22),mSceneMgr(manager)
{
}
bool frameStarted(const FrameEvent& evt)
{
m_node->translate(Vector3(-10,0,0)*evt.timeSinceLastFrame);
AxisAlignedBox spbox = m_node->_getWorldAABB();
AxisAlignedBox cbbox = m_node2->_getWorldAABB();
if(spbox.intersects(cbbox))
{
m_node2->yaw(Ogre::Degree(90));
m_node->setPosition(100,0,0);
}
return ExampleFrameListener::frameStarted(evt);
}
};
class CollionApplication:public ExampleApplication
{
protected:
SceneNode*node1;
SceneNode* node2;
void createScene()
{
mSceneMgr->setAmbientLight(ColourValue(1,1,1));
Entity*>node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");
node1->attachObject(ent1);
node1->setPosition(100,0,0);
Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");
node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0));
node2->attachObject(ent2);
}
void createFrameListener()
{
mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,node2,mSceneMgr);
mRoot->addFrameListener(mFrameListener);
}
};
int main()
{
CollionApplication app;
app.go();
}
2.区域查询:
简单的讲就是,查询某一区域中有什么东西,分为AABB、球体、面查询。
// 创建一个球体查询,这里的100是m_SphereNode挂着的那个球体的半径
SphereSceneQuery * pQuery = m_SceneMgr->createSphereQuery(Sphere(m_SphereNode->getPosition(),100));
// 执行这个查询
SceneQueryResult QResult = pQuery->execute();
// 遍历查询列表找出范围内的物体
for (Ogre::SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end(); ++iter)
{
MovableObject* pObject=static_cast<MovableObject*>(*iter);
if(pObject)
{
if(pObject->getMovableType() == "Entity")
{
Entity* ent = static_cast<Entity*>(pObject);
// 这里简化了操作,由于只有一个"球体"和一个"正方体",
// 所以只判断了球体和正方体的相交
if(ent->getName() == "cube")
{
// 改变位置防止物体重叠
vtl = -vtl;
m_SphereNode->translate(vtl);
break;
}
}
}
}
一个简单的应用例子代码:
#include <stdio.h>
class CollionFrameListener:public ExampleFrameListener
{
private:
SceneNode* m_node;
SceneManager* mSceneMgr;
public:
CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneManager* manager)
:ExampleFrameListener(win,cam),m_node(node),mSceneMgr(manager)
{
}
bool frameStarted(const FrameEvent& evt)
{
SphereSceneQuery * pQuery = mSceneMgr->createSphereQuery(Sphere(m_node->getPosition(),5));
SceneQueryResult QResult=pQuery->execute();
for (Ogre::SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end(); ++iter)
{
MovableObject* pObject=static_cast<MovableObject*>(*iter);
if(pObject)
{
if(pObject->getMovableType()=="Entity")
{
Entity* ent = static_cast<Entity*>(pObject);
if(ent->getName()=="ogrehead")
{
m_node->setPosition(100,0,0);
break;
}
}
}
}
m_node->translate(Vector3(-10,0,0)*evt.timeSinceLastFrame);
return ExampleFrameListener::frameStarted(evt);
}
};
class CollionApplication:public ExampleApplication
{
protected:
SceneNode*node1;
void createScene()
{
mSceneMgr->setAmbientLight(ColourValue(1,1,1));
Ogre::Entity *ent1=mSceneMgr->createEntity("robot","robot.mesh");
node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");
node1->attachObject(ent1);
node1->setPosition(100,0,0);
Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");
Ogre::SceneNode *node2=mSceneMgr->getRootSceneNode()->createChildSceneNode();
node2->attachObject(ent2);
}
void createFrameListener()
{
mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,mSceneMgr);
mFrameListener->showDebugOverlay(true);
mRoot->addFrameListener(mFrameListener);
}
};
int main()
{
CollionApplication app;
app.go();
}
3.相交查询:
遍历所有的对象,找到一对一对的相交物体(废话呀,相交当然至少两个物体)。
// 创建相交检测
IntersectionSceneQuery* pISQuery = m_SceneMgr->createIntersectionQuery();
// 执行查询
IntersectionSceneQueryResult QResult = pISQuery->execute();
// 遍历查询列表找出两个相交的物体
for (SceneQueryMovableIntersectionList::iterator iter = QResult.movables2movables.begin(); iter != QResult.movables2movables.end(); ++iter)
{
SceneQueryMovableObjectPair pObject = static_cast<SceneQueryMovableObjectPair>(*iter);
//if(pObject)
{
String strFirst = pObject.first->getName();
String strSecond = pObject.second->getName();
// 下面加入你自己的两个物体相交判断代码,或者简单的用AABB的判断方法,
}
}
4.射线查询:
一个简单实例代码:
#include"ExampleApplication.h"
class MyFrameListener: public ExampleFrameListener
{
public:
MyFrameListener(Ogre::RenderWindow* win,Ogre::Camera * cam,Ogre::SceneManager *mSceneMgr,Ogre::SceneNode *node):ExampleFrameListener(win,cam)
{
mSceneMgr=mSceneMgr;
m_node=node;
m_RaySceneQuery=mSceneMgr->createRayQuery(Ray());
a=-10;
}
bool frameStarted(const FrameEvent &evt)
{
Ogre::Ray m_Ray(m_node->getPosition(),Vector3::NEGATIVE_UNIT_X);
m_RaySceneQuery->setRay(m_Ray);
Ogre::RaySceneQueryResult &result=m_RaySceneQuery->execute();
Ogre::RaySceneQueryResult::iterator itr;
for (>{
if(itr->movable->getName()=="OgreHead"&&itr->distance==0)
{
a=10;
}
}
m_node->translate(Vector3(a,0,0)*evt.timeSinceLastFrame);
return ExampleFrameListener::frameStarted(evt);
}
private:
Ogre::SceneManager *mSceneMgr;
Ogre::RaySceneQuery *m_RaySceneQuery;
Ogre::SceneNode *m_node;
int a;
};
class MyApp:public ExampleApplication
{
public:
void createScene()
{
Ogre::Entity *ent=mSceneMgr->createEntity("OgreHead","Sinbad.mesh");
Ogre::SceneNode *node=mSceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(ent);
node->scale(5,5,5);
Ogre::Entity *ent1=mSceneMgr->createEntity("OgreHead.mesh");
m_node=mSceneMgr->getRootSceneNode()->createChildSceneNode();
m_node->attachObject(ent1);
m_node->setPosition(100,0,0);
}
void createFrameListener()
{
m_FrameListener=new MyFrameListener(mWindow,mCamera,mSceneMgr,m_node);
mRoot->addFrameListener(m_FrameListener);
}
private:
Ogre::SceneNode *m_node;
MyFrameListener *m_FrameListener;
};
int main()
{
MyApp app;
return app.go();
}