minimization method now finds best-fit values that manipulates the camera state such a way that the error in screen-space is < epsilon

This commit is contained in:
Jonathan Bosson
2017-04-21 16:35:56 -06:00
parent c54039225d
commit 3157ac4378
2 changed files with 107 additions and 40 deletions

View File

@@ -85,7 +85,7 @@ struct FunctionData {
std::vector<glm::dvec3> selectedPoints;
std::vector<glm::dvec2> screenPoints;
int nDOF;
glm::dvec2(*castToScreen)(glm::dvec3, Camera*, SceneGraphNode*, double);
glm::dvec2(*castToScreen)(glm::dvec3, Camera&, SceneGraphNode*, double);
double(*distToMinimize)(double* par, int x, void* fdata);
Camera* camera;
SceneGraphNode* node;
@@ -107,7 +107,7 @@ class TouchInteraction : public properties::PropertyOwner
void step(double dt);
void configSensitivities(double dist);
void decelerate();
glm::dvec2 modelToScreenSpace(glm::dvec3 vec, SceneGraphNode* node);
glm::dvec2 modelToScreenSpace(glm::dvec3 vec, SceneGraphNode* node, double aspectRatio);
void clear();
void tap();

View File

@@ -86,9 +86,71 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
// Returns the screen point s(xi,par) dependant the transform M(par) and object point xi
auto distToMinimize = [](double* par, int x, void* fdata) {
FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
glm::dvec3 selectedPoint = ptr->selectedPoints.at(x);
glm::dvec3 pointInCamSpace = glm::inverse(ptr->camera->rotationQuaternion()) * (ptr->node->rotationMatrix() * selectedPoint);
glm::dvec3 selectedPoint = ptr->selectedPoints.at(x);
glm::dvec3 pointInWorld = (ptr->node->rotationMatrix() * selectedPoint) + ptr->node->worldPosition();
// Apply transform to camera and find the new screen point of the updated camera state
double vel[6] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; // { vec2 globalRot, zoom, roll, vec2 localRot }
for (int i = 0; i < ptr->nDOF; ++i)
vel[i] = par[i];
using namespace glm;
// Create variables from current state
dvec3 camPos = ptr->camera->positionVec3();
dvec3 centerPos = ptr->node->worldPosition();
dvec3 directionToCenter = normalize(centerPos - camPos);
dvec3 centerToCamera = camPos - centerPos;
dvec3 lookUp = ptr->camera->lookUpVectorWorldSpace();
dvec3 camDirection = ptr->camera->viewDirectionWorldSpace();
// Make a representation of the rotation quaternion with local and global rotations
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
normalize(camDirection + lookUp)); // To avoid problem with lookup in up direction
dquat globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
dquat localCamRot = inverse(globalCamRot) * ptr->camera->rotationQuaternion();
{ // Roll
dquat camRollRot = angleAxis(vel[3], dvec3(0.0, 0.0, 1.0));
localCamRot = localCamRot * camRollRot;
}
{ // Panning (local rotation)
dvec3 eulerAngles(vel[5], vel[4], 0);
dquat rotationDiff = dquat(eulerAngles);
localCamRot = localCamRot * rotationDiff;
}
{ // Orbit (global rotation)
dvec3 eulerAngles(par[1], par[0], 0);
dquat rotationDiffCamSpace = dquat(eulerAngles);
dquat rotationDiffWorldSpace = globalCamRot * rotationDiffCamSpace * inverse(globalCamRot);
dvec3 rotationDiffVec3 = centerToCamera * rotationDiffWorldSpace - centerToCamera;
camPos += rotationDiffVec3;
dvec3 centerToCamera = camPos - centerPos;
directionToCenter = normalize(-centerToCamera);
dvec3 lookUpWhenFacingCenter = globalCamRot * dvec3(ptr->camera->lookUpVectorCameraSpace());
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
lookUpWhenFacingCenter);
globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
}
{ // Zooming
camPos += directionToCenter * vel[2];
}
// Update the camera state
Camera cam = *(ptr->camera);
cam.setPositionVec3(camPos);
cam.setRotation(globalCamRot * localCamRot);
// we now have a new position and orientation of camera, project surfacePoint to the new screen and minimize distance
glm::dvec2 newScreenPoint = ptr->castToScreen(selectedPoint, cam, ptr->node, ptr->aspectRatio);
/* 2 DOF = trans in XY, 4DOF = trans XYZ + roll case
// Create transformation matrix M(q) and apply transform for newPointInModelView
glm::dvec3 T = glm::dvec3(par[0], par[1], 0.0);
glm::dvec3 eulerAngles(0.0, 0.0, 0.0);
@@ -102,15 +164,15 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
}
}
glm::dquat Q = glm::normalize(glm::dquat(eulerAngles));
glm::dvec3 pointInCamSpace = glm::inverse(ptr->camera->rotationQuaternion()) * (ptr->node->rotationMatrix() * selectedPoint);
glm::dvec3 newWorldSP = (Q * pointInCamSpace) + T; // cam space around origin
//glm::dvec3 newWorldSP = transform * glm::dvec4(pointInCamSpace, 1.0); // cam space around origin
glm::dvec2 newScreenPoint = ptr->castToScreen(newWorldSP, ptr->camera, ptr->node, ptr->aspectRatio);
glm::dvec2 newScreenPoint = ptr->castToScreen(newWorldSP, ptr->camera, ptr->node, ptr->aspectRatio);*/
return glm::length(ptr->screenPoints.at(x) - newScreenPoint);
};
// Gradient (finite derivative) of distToMinimize w.r.t par
auto gradient = [](double* g, double* par, int x, void* fdata) { // should g[i] = 1.0 or the derivative -> project to screen -> .x or .y?
auto gradient = [](double* g, double* par, int x, void* fdata) {
FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
double f0 = ptr->distToMinimize(par, x, fdata);
double f1, h = 1e-4;
@@ -129,10 +191,11 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
};
SceneGraphNode* node = _selected.at(0).node;
glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
double aspectRatio = res.x / res.y;
const int nFingers = list.size();
int nDOF = std::min(nFingers * 2, 6);
double* par = new double[nDOF];
double tPar[6] = { node->worldPosition().x, node->worldPosition().y, node->worldPosition().z, 0.0, 0.0, 0.0 };
for (int i = 0; i < nDOF; ++i) // initial values of q or 0.0? (ie current model or no rotation/translation)
par[i] = 0.0;
std::vector<glm::dvec3> selectedPoints;
@@ -141,26 +204,27 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
selectedPoints.push_back(sb.coordinates);
std::vector<TuioCursor>::const_iterator c = find_if(list.begin(), list.end(), [&sb](const TuioCursor& c) { return c.getSessionID() == sb.id; });
screenPoints.push_back(glm::dvec2(c->getX(), c->getY()));
double xCo = 2 * (c->getX() - 0.5);
double yCo = -2 * (c->getY() - 0.5); // normalized -1 to 1 coordinates on screen
screenPoints.push_back(glm::dvec2(xCo, yCo));
}
double* squaredError = new double[nFingers]; // probably not needed
for (int i = 0; i < nFingers; ++i) {
double err = glm::length(screenPoints.at(i) - modelToScreenSpace(selectedPoints.at(i), node));
double err = glm::length(screenPoints.at(i) - modelToScreenSpace(selectedPoints.at(i), node, aspectRatio));
squaredError[i] = err;
}
auto castToScreen = [](glm::dvec3 camVec, Camera* camera, SceneGraphNode* node, double aspectRatio) {
glm::dvec3 vecInWorldSpace = camera->rotationQuaternion() * camVec;
glm::dvec3 rayFromCamToPoint = glm::normalize(vecInWorldSpace + node->worldPosition() - camera->positionVec3());
auto castToScreen = [](glm::dvec3 vec, Camera& camera, SceneGraphNode* node, double aspectRatio) {
glm::dvec3 backToScreenSpace = glm::inverse(camera.rotationQuaternion())
* glm::normalize(((node->rotationMatrix() * vec) + node->worldPosition() - camera.positionVec3()));
backToScreenSpace *= (-3.2596558 / backToScreenSpace.z);
backToScreenSpace.x /= aspectRatio;
glm::dvec3 pointInNDC = glm::inverse(camera->rotationQuaternion()) * rayFromCamToPoint;
pointInNDC *= (-3.2596558 / pointInNDC.z);
return glm::dvec2(pointInNDC.x / (2 * aspectRatio) + 0.5, -pointInNDC.y / 2 + 0.5); // returns [0,0] - [1,1] point
return glm::dvec2(backToScreenSpace);
};
glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
FunctionData fData = { selectedPoints, screenPoints, nDOF, castToScreen, distToMinimize, _camera, node, res.x / res.y };
FunctionData fData = { selectedPoints, screenPoints, nDOF, castToScreen, distToMinimize, _camera, node, aspectRatio };
void* dataPtr = reinterpret_cast<void*>(&fData);
levmarq_init(&_lmstat);
@@ -169,24 +233,21 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
double temp[6] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
for (int i = 0; i < nDOF; ++i)
temp[i] = par[i];
glm::dvec3 T = glm::dvec3(temp[0], temp[1], temp[2]);
double twoPi = 2.0 * M_PI;
glm::dvec3 eulerAngles(fmod(temp[5], twoPi), fmod(temp[4], twoPi), fmod(temp[3], twoPi));
glm::dquat Q = glm::normalize(glm::dquat(eulerAngles));
/*glm::dmat4 rotate = glm::toMat4(Q);
glm::dmat4 translate = glm::translate(glm::dmat4(1.0f), T);
glm::dmat4 transform = rotate * translate;*/
glm::dquat worldQ = Q;
glm::dvec3 worldT = _camera->rotationQuaternion() * T; // glm::dvec3(transform[3][0], transform[3][1], transform[3][2]);
_camera->setPositionVec3(_camera->positionVec3() - worldT);
_camera->rotate(worldQ);
// Set the new camera state
_vel.globalRot = glm::dvec2(temp[0], temp[1]);
_vel.zoom = temp[2];
_vel.localRoll = temp[3];
_vel.localRot = glm::dvec2(temp[4], temp[5]);
step(1);
// debugging
std::cout << "Levmarq success after " << nIterations << " iterations. Camera T: " << glm::to_string(worldT) << ", Q: " << glm::to_string(worldQ) << "\n";
std::ostringstream os;
for (int i = 0; i < nDOF; ++i) {
os << temp[i] << ", ";
}
std::cout << "Levmarq success after " << nIterations << " iterations. Values: " << os.str() << "\n";
// cleanup
delete[] squaredError;
@@ -477,7 +538,8 @@ void TouchInteraction::step(double dt) {
camPos += -directionToCenter * max(minHeightAboveBoundingSphere - distFromSphereSurfaceToCamera, 0.0);
}
configSensitivities(length(camPos - (centerPos + centerToBoundingSphere)));
if (!_directTouchMode)
configSensitivities(length(camPos - (centerPos + centerToBoundingSphere)));
decelerate();
// Update the camera state
@@ -487,14 +549,13 @@ void TouchInteraction::step(double dt) {
}
glm::dvec2 TouchInteraction::modelToScreenSpace(glm::dvec3 vec, SceneGraphNode* node) { // probably not needed, if squaredError isnt
glm::dvec2 TouchInteraction::modelToScreenSpace(glm::dvec3 vec, SceneGraphNode* node, double aspectRatio) { // probably not needed, if squaredError isnt
glm::dvec3 backToScreenSpace = glm::inverse(_camera->rotationQuaternion())
* glm::normalize(((node->rotationMatrix() * vec) + node->worldPosition() - _camera->positionVec3()));
backToScreenSpace *= (-3.2596558 / backToScreenSpace.z);
backToScreenSpace.x /= aspectRatio;
glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
double aspectRatio = res.x / res.y;
return glm::dvec2(backToScreenSpace.x / (2 * aspectRatio) + 0.5, -backToScreenSpace.y / 2 + 0.5);
return glm::dvec2(backToScreenSpace);
}
void TouchInteraction::configSensitivities(double dist) {
@@ -525,6 +586,12 @@ void TouchInteraction::configSensitivities(double dist) {
}
void TouchInteraction::decelerate() {
if (_directTouchMode) {
_vel.globalRot = glm::dvec2(0.0, 0.0);
_vel.zoom = 0.0;
_vel.localRoll = 0.0;
_vel.localRot = glm::dvec2(0.0, 0.0);
}
_vel.zoom *= (1 - _friction.zoom);
_vel.globalRot *= (1 - _friction.globalRot);
_vel.localRot *= (1 - _friction.localRot);