- Timestamp:
- 03/22/07 18:24:13 (17 years ago)
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GTP/trunk/Lib/Vis/OnlineCullingCHC/include/QueryManager.h
r2255 r2280 5 5 6 6 #include "VisibilityInfo.h" 7 #include "VisibilityVector3.h"8 #include "VisibilityCamera.h"9 #include "VisibilityRay.h" 7 //#include "VisibilityCamera.h" 8 //#include "VisibilityRay.h" 9 10 10 11 11 namespace GtpVisibility { 12 12 13 13 14 typedef std::vector<OcclusionQuery *> QueryList; 14 15 … … 25 26 public: 26 27 /** 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 on different hierarchy types, while reusing the implementation of the query methods. 28 29 */ 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 30 //QueryManager(HierarchyInterface *hierarchyInterface, int queryModes); 31 QueryManager(int queryModes); 35 32 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.33 /** Computes restricted visibility from point by using an explicit camera to execute 34 the visibility query. 35 @param camera The camera to be used 39 36 40 @param visibleGeometry Pointer to the container where visible meshes should be added. 41 If NULL no visible meshes are not evaluated. 37 @param visibleNodes Pointer to the container where visible nodes should be added. 38 This set is formed of visible leafs or fully visible interior nodes. 39 If NULL no visible nodes are not evaluated. 42 40 43 @param visiblePatches Pointer to the container where visible patches should be added.44 If NULL no visible meshes are not evaluated.41 @param visibleGeometry Pointer to the container where visible meshes should be added. 42 If NULL no visible meshes are not evaluated. 45 43 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. 44 @param visiblePatches Pointer to the container where visible patches should be added. 45 If NULL no visible meshes are not evaluated. 49 46 50 @return true if the corresponding PVS exists. 47 @param relativeVisibility If true the visibility member for 48 NodeInfo and MeshInfo represent relative visibility; i.e. the number of visible 49 pixels divided by the the number of projected pixels. 50 51 @return true if the corresponding PVS exists. 51 52 */ 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 53 /*virtual void ComputeCameraVisibility(const Camera &camera, 54 NodeInfoContainer *visibleNodes, 55 MeshInfoContainer *visibleGeometry, 56 PatchInfoContainer *visiblePatches, 57 const bool relativeVisibility, 58 const bool approximateVisibility) = 0; 59 */ 61 60 /** 62 61 Uses the specified point to execute the visibility query in all directions. 63 62 @sa ComputeCameraVisibility() 64 63 */ 65 virtual void64 /*virtual void 66 65 ComputeFromPointVisibility(const Vector3 &point, 67 NodeInfoContainer *visibleNodes, 68 MeshInfoContainer *visibleGeometry, 69 PatchInfoContainer *visiblePatches, 70 const bool relativeVisibility, 71 const bool approximateVisibility 72 ) = 0; 73 66 NodeInfoContainer *visibleNodes, 67 MeshInfoContainer *visibleGeometry, 68 PatchInfoContainer *visiblePatches, 69 const bool relativeVisibility, 70 const bool approximateVisibility) = 0; 71 */ 74 72 /** 75 73 Ray shooting interface: finds an intersection with objects in the scene. 76 74 77 75 @param ray The given input ray (assuming the ray direction is normalized) 78 79 76 @param visibleMeshes List of meshes intersecting the ray 80 81 77 @param isGlobalLine If false only first intersection with opaque object is returned. 82 78 Otherwise all intersections of the ray with the scene are found. 83 79 84 80 @return true if there is any intersection. 85 81 */ 86 virtual bool 87 ShootRay(const Ray &ray, 88 std::vector<Mesh *> *visibleMeshes, 89 bool isGlobalLine = false 90 ); 91 82 /*virtual bool ShootRay(const Ray &ray, 83 std::vector<Mesh *> *visibleMeshes, 84 bool isGlobalLine = false); 85 */ 92 86 /** Sets the hierarchy interface. 93 87 @remark the traversal depends on the type of hierarchyInterface the scene consists of. … … 101 95 protected: 102 96 103 HierarchyInterface *mHierarchyInterface;97 //HierarchyInterface *mHierarchyInterface; 104 98 int mQueryModes; 105 99 };
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