本文整理汇总了C++中PCZSceneNodeList类的典型用法代码示例。如果您正苦于以下问题:C++ PCZSceneNodeList类的具体用法?C++ PCZSceneNodeList怎么用?C++ PCZSceneNodeList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PCZSceneNodeList类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: findNodesIn
//---------------------------------------------------------------------
void PCZPlaneBoundedVolumeListSceneQuery::execute(SceneQueryListener* listener)
{
std::set<SceneNode*> checkedSceneNodes;
PlaneBoundedVolumeList::iterator pi, piend;
piend = mVolumes.end();
for (pi = mVolumes.begin(); pi != piend; ++pi)
{
PCZSceneNodeList list;
//find the nodes that intersect the Plane bounded Volume
static_cast<PCZSceneManager*>( mParentSceneMgr ) -> findNodesIn( *pi, list, mStartZone, (PCZSceneNode*)mExcludeNode );
//grab all moveables from the node that intersect...
PCZSceneNodeList::iterator it, itend;
itend = list.end();
for (it = list.begin(); it != itend; ++it)
{
// avoid double-check same scene node
if (!checkedSceneNodes.insert(*it).second)
continue;
SceneNode::ObjectIterator oit = (*it) -> getAttachedObjectIterator();
while( oit.hasMoreElements() )
{
MovableObject * m = oit.getNext();
if( (m->getQueryFlags() & mQueryMask) &&
(m->getTypeFlags() & mQueryTypeMask) &&
m->isInScene() &&
(*pi).intersects( m->getWorldBoundingBox() ) )
{
listener -> queryResult( m );
// deal with attached objects, since they are not directly attached to nodes
if (m->getMovableType() == "Entity")
{
Entity* e = static_cast<Entity*>(m);
Entity::ChildObjectListIterator childIt = e->getAttachedObjectIterator();
while(childIt.hasMoreElements())
{
MovableObject* c = childIt.getNext();
if (c->getQueryFlags() & mQueryMask &&
(*pi).intersects( c->getWorldBoundingBox()))
{
listener->queryResult(c);
}
}
}
}
}
}
}//for
// reset startzone and exclude node
mStartZone = 0;
mExcludeNode = 0;
}
示例2: _getCullBounds
void Octree::_findNodes(const PlaneBoundedVolume &t,
PCZSceneNodeList &list,
PCZSceneNode *exclude,
bool includeVisitors,
bool full )
{
if ( !full )
{
AxisAlignedBox obox;
_getCullBounds( &obox );
Intersection isect = intersect( t, obox );
if ( isect == OUTSIDE )
return ;
full = ( isect == INSIDE );
}
PCZSceneNodeList::iterator it = mNodes.begin();
while ( it != mNodes.end() )
{
PCZSceneNode * on = ( *it );
if ( on != exclude && (on->getHomeZone() == mZone || includeVisitors ))
{
if ( full )
{
// make sure the node isn't already on the list
list.insert( on );
}
else
{
Intersection nsect = intersect( t, on -> _getWorldAABB() );
if ( nsect != OUTSIDE )
{
// make sure the node isn't already on the list
list.insert( on );
}
}
}
++it;
}
Octree* child;
if ( (child=mChildren[ 0 ][ 0 ][ 0 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 1 ][ 0 ][ 0 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 0 ][ 1 ][ 0 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 1 ][ 1 ][ 0 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 0 ][ 0 ][ 1 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 1 ][ 0 ][ 1 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 0 ][ 1 ][ 1 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
if ( (child=mChildren[ 1 ][ 1 ][ 1 ]) != 0 )
child->_findNodes( t, list, exclude, includeVisitors, full );
}
示例3: while
void DefaultZone::_findNodes( const Ray &t,
PCZSceneNodeList &list,
PortalList &visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode *exclude )
{
// if this zone has an enclosure, check against the enclosure AABB first
if (mEnclosureNode)
{
std::pair<bool, Real> nsect = t.intersects(mEnclosureNode->_getWorldAABB());
if (!nsect.first)
{
// AABB of zone does not intersect t, just return.
return;
}
}
// check nodes at home in this zone
PCZSceneNodeList::iterator it = mHomeNodeList.begin();
while ( it != mHomeNodeList.end() )
{
PCZSceneNode * pczsn = *it;
if ( pczsn != exclude )
{
// make sure node is not already in the list (might have been added in another
// zone it was visiting)
PCZSceneNodeList::iterator it2 = list.find(pczsn);
if (it2 == list.end())
{
std::pair<bool, Real> nsect = t.intersects( pczsn -> _getWorldAABB() );
if ( nsect.first )
{
list.insert( pczsn );
}
}
}
++it;
}
if (includeVisitors)
{
// check visitor nodes
PCZSceneNodeList::iterator iter = mVisitorNodeList.begin();
while ( iter != mVisitorNodeList.end() )
{
PCZSceneNode * pczsn = *iter;
if ( pczsn != exclude )
{
// make sure node is not already in the list (might have been added in another
// zone it was visiting)
PCZSceneNodeList::iterator it2 = list.find(pczsn);
if (it2 == list.end())
{
std::pair<bool, Real> nsect = t.intersects( pczsn -> _getWorldAABB() );
if ( nsect.first )
{
list.insert( pczsn );
}
}
}
++iter;
}
}
// if asked to, recurse through portals
if (recurseThruPortals)
{
PortalList::iterator pit = mPortals.begin();
while ( pit != mPortals.end() )
{
Portal * portal = *pit;
// check portal versus bounding box
if (portal->intersects(t))
{
// make sure portal hasn't already been recursed through
PortalList::iterator pit2 = std::find(visitedPortals.begin(), visitedPortals.end(), portal);
if (pit2 == visitedPortals.end())
{
// save portal to the visitedPortals list
visitedPortals.push_front(portal);
// recurse into the connected zone
portal->getTargetZone()->_findNodes(t,
list,
visitedPortals,
includeVisitors,
recurseThruPortals,
exclude);
}
}
pit++;
}
}
}
示例4: while
//---------------------------------------------------------------------
void PCZIntersectionSceneQuery::execute(IntersectionSceneQueryListener* listener)
{
typedef std::pair<MovableObject *, MovableObject *> MovablePair;
typedef std::set
< std::pair<MovableObject *, MovableObject *> > MovableSet;
MovableSet set;
// Iterate over all movable types
Root::MovableObjectFactoryIterator factIt =
Root::getSingleton().getMovableObjectFactoryIterator();
while(factIt.hasMoreElements())
{
SceneManager::MovableObjectIterator it =
mParentSceneMgr->getMovableObjectIterator(
factIt.getNext()->getType());
while( it.hasMoreElements() )
{
MovableObject * e = it.getNext();
PCZone * zone = ((PCZSceneNode*)(e->getParentSceneNode()))->getHomeZone();
PCZSceneNodeList list;
//find the nodes that intersect the AAB
static_cast<PCZSceneManager*>( mParentSceneMgr ) -> findNodesIn( e->getWorldBoundingBox(), list, zone, 0 );
//grab all moveables from the node that intersect...
PCZSceneNodeList::iterator nit = list.begin();
while( nit != list.end() )
{
SceneNode::ObjectIterator oit = (*nit) -> getAttachedObjectIterator();
while( oit.hasMoreElements() )
{
MovableObject * m = oit.getNext();
if( m != e &&
set.find( MovablePair(e,m)) == set.end() &&
set.find( MovablePair(m,e)) == set.end() &&
(m->getQueryFlags() & mQueryMask) &&
(m->getTypeFlags() & mQueryTypeMask) &&
m->isInScene() &&
e->getWorldBoundingBox().intersects( m->getWorldBoundingBox() ) )
{
listener -> queryResult( e, m );
// deal with attached objects, since they are not directly attached to nodes
if (m->getMovableType() == "Entity")
{
Entity* e2 = static_cast<Entity*>(m);
Entity::ChildObjectListIterator childIt = e2->getAttachedObjectIterator();
while(childIt.hasMoreElements())
{
MovableObject* c = childIt.getNext();
if (c->getQueryFlags() & mQueryMask &&
e->getWorldBoundingBox().intersects( c->getWorldBoundingBox() ))
{
listener->queryResult(e, c);
}
}
}
}
set.insert( MovablePair(e,m) );
}
++nit;
}
}
}
}