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| SceneQuery (SceneManager *mgr) |
| Standard constructor, should be called by SceneManager.
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virtual | ~SceneQuery () |
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virtual uint32 | getQueryMask (void) const |
| Returns the current mask for this query.
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virtual const set< WorldFragmentType >::type * | getSupportedWorldFragmentTypes (void) const |
| Returns the types of world fragments this query supports.
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virtual WorldFragmentType | getWorldFragmentType (void) const |
| Gets the current world fragment types to be returned from the query.
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info
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void * | operator new (size_t sz, void *ptr) |
| placement operator new
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info
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virtual void | setQueryMask (uint32 mask) |
| Sets the mask for results of this query.
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virtual void | setWorldFragmentType (enum WorldFragmentType wft) |
| Tells the query what kind of world geometry to return from queries; often the full renderable geometry is not what is needed.
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A class for performing queries on a scene.
- Different SceneManagers will implement these queries in different ways to exploit their particular scene organisation, and thus will provide their own concrete subclasses. In fact, these subclasses will be derived from subclasses of this class rather than directly because there will be region-type classes in between.
- These queries could have just been implemented as methods on the SceneManager, however, they are wrapped up as objects to allow 'compilation' of queries if deemed appropriate by the implementation; i.e. each concrete subclass may precalculate information (such as fixed scene partitions involved in the query) to speed up the repeated use of the query.
- You should never try to create a SceneQuery object yourself, they should be created using the SceneManager interfaces for the type of query required, e.g. SceneManager::createSphereSceneQuery.