Specialises the SceneQuery class for querying along a ray.
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#include <OgreSceneQuery.h>
Specialises the SceneQuery class for querying along a ray.
◆ RaySceneQuery()
◆ ~RaySceneQuery()
virtual Ogre::RaySceneQuery::~RaySceneQuery |
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◆ setRay()
virtual void Ogre::RaySceneQuery::setRay |
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const Ray & |
ray | ) |
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Sets the ray which is to be used for this query.
◆ getRay()
virtual const Ray& Ogre::RaySceneQuery::getRay |
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Gets the ray which is to be used for this query.
◆ setSortByDistance()
virtual void Ogre::RaySceneQuery::setSortByDistance |
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bool |
sort, |
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ushort |
maxresults = 0 |
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Sets whether the results of this query will be sorted by distance along the ray.
Often you want to know what was the first object a ray intersected with, and this method allows you to ask the query to sort the results so that the nearest results are listed first.
- Note that because the query returns results based on bounding volumes, the ray may not actually intersect the detail of the objects returned from the query, just their bounding volumes. For this reason the caller is advised to use more detailed intersection tests on the results if a more accurate result is required; OGRE uses bounds checking in order to give the most speedy results since not all applications need extreme accuracy.
- Parameters
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sort | If true, results will be sorted. |
maxresults | If sorting is enabled, this value can be used to constrain the maximum number of results that are returned. Please note (as above) that the use of bounding volumes mean that accuracy is not guaranteed; if in doubt, allow more results and filter them in more detail. 0 means unlimited results. |
◆ getSortByDistance()
virtual bool Ogre::RaySceneQuery::getSortByDistance |
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Gets whether the results are sorted by distance.
◆ getMaxResults()
virtual ushort Ogre::RaySceneQuery::getMaxResults |
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Gets the maximum number of results returned from the query (only relevant if results are being sorted)
◆ execute() [1/2]
Executes the query, returning the results back in one list.
This method executes the scene query as configured, gathers the results into one structure and returns a reference to that structure. These results will also persist in this query object until the next query is executed, or clearResults() is called. An more lightweight version of this method that returns results through a listener is also available.
◆ execute() [2/2]
◆ getLastResults()
Gets the results of the last query that was run using this object, provided the query was executed using the collection-returning version of execute.
◆ clearResults()
void Ogre::RaySceneQuery::clearResults |
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void |
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Clears the results of the last query execution.
You only need to call this if you specifically want to free up the memory used by this object to hold the last query results. This object clears the results itself when executing and when destroying itself.
◆ queryResult() [1/2]
◆ queryResult() [2/2]
The documentation for this class was generated from the following file: