ogre场景查询—简单学习

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"ExampleApplication.h"
#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();
}




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