source: trunk/VUT/GtpVisibility/include/QueryManager.h @ 65

Revision 65, 3.2 KB checked in by bittner, 19 years ago (diff)

Merged headers and sources for dummy modules. Added GtpVisibilityPreprocessor?

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