source: GTP/trunk/Lib/Vis/OnlineCullingCHC/include/QueryManager.h @ 2255

Revision 2255, 3.7 KB checked in by mattausch, 18 years ago (diff)

improved scenemanager config

Line 
1#ifndef _VisibilityQueryManager_H__
2#define _VisibilityQueryManager_H__
3
4#include <vector>
5
6#include "VisibilityInfo.h"
7#include "VisibilityVector3.h"
8#include "VisibilityCamera.h"
9#include "VisibilityRay.h"
10
11namespace GtpVisibility {
12 
13typedef std::vector<OcclusionQuery *> QueryList;
14
15/** This abstract class defines interface for a specific visibility query
16    algorithm. The interface supports two from point visibility queries and
17    the ray shooting query. The output of the queries consists of list of
18    visible meshes and hierarchy nodes. The from point queries will be implemented
19    either with item bufferring or based purelly on occlusion queries. Note that
20    the actuall implementation can also exploit the
21    output of the visibility preprocessor.
22*/
23class QueryManager
24{
25public:
26    /** Constructor taking a hierarchy interface as an argument. This allows to operate
27        on different hierarchy types, while reusing the implementation of the query methods.
28     */
29    QueryManager(HierarchyInterface *hierarchyInterface, int queryModes);
30   
31    /**
32        Computes restricted visibility from point by using an explicit camera to execute
33        the visibility query.
34        @param camera The camera to be used
35
36        @param visibleNodes Pointer to the container where visible nodes should be added.
37        This set is formed of visible leafs or fully visible interior nodes.
38        If NULL no visible nodes are not evaluated.
39
40        @param visibleGeometry Pointer to the container where visible meshes should be added.
41        If NULL no visible meshes are not evaluated.
42
43        @param visiblePatches Pointer to the container where visible patches should be added.
44        If NULL no visible meshes are not evaluated.
45
46        @param relativeVisibility If true the visibility member for
47        NodeInfo and MeshInfo represent relative visibility; i.e. the number of visible
48        pixels divided by the the number of projected pixels.
49
50        @return true if the corresponding PVS exists.
51    */
52    virtual void
53    ComputeCameraVisibility(const Camera &camera,
54                            NodeInfoContainer *visibleNodes,
55                            MeshInfoContainer *visibleGeometry,
56                                PatchInfoContainer *visiblePatches,
57                            const bool relativeVisibility,
58                                const bool approximateVisibility
59                            ) = 0;
60   
61    /**
62        Uses the specified point to execute the visibility query in all directions.
63        @sa ComputeCameraVisibility()
64    */
65    virtual void
66    ComputeFromPointVisibility(const Vector3 &point,
67                               NodeInfoContainer *visibleNodes,
68                               MeshInfoContainer *visibleGeometry,
69                                   PatchInfoContainer *visiblePatches,
70                               const bool relativeVisibility,
71                                   const bool approximateVisibility
72                               ) = 0;
73   
74  /**
75      Ray shooting interface: finds an intersection with objects in the scene.
76
77      @param ray The given input ray (assuming the ray direction is normalized)
78
79      @param visibleMeshes List of meshes intersecting the ray
80
81      @param isGlobalLine If false only first intersection with opaque object is returned.
82      Otherwise all intersections of the ray with the scene are found.
83
84      @return true if there is any intersection.
85        */
86    virtual bool
87                ShootRay(const Ray &ray,
88             std::vector<Mesh *> *visibleMeshes,
89             bool isGlobalLine = false
90             );
91 
92        /** Sets the hierarchy interface.
93      @remark the traversal depends on the type of hierarchyInterface the scene consists of.
94        */
95        void SetHierarchyInterface(HierarchyInterface *hierarchyInterface);
96
97        enum {PATCH_VISIBILITY = 2,
98                  GEOMETRY_VISIBILITY = 4,
99                  NODE_VISIBILITY = 8};
100
101protected:
102 
103        HierarchyInterface *mHierarchyInterface;
104        int mQueryModes; 
105};
106
107};
108
109#endif // VisibilityQueryManager
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