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Add code for camera path generation module
Add all code in the state it was in Jan 10 2020 when branch cleanup was performed
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/autonavigation/autonavigationhandler.h>
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#include <modules/autonavigation/transferfunctions.h>
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#include <openspace/engine/globals.h>
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#include <openspace/engine/windowdelegate.h>
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#include <openspace/interaction/navigationhandler.h>
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#include <openspace/scene/scenegraphnode.h>
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#include <openspace/util/camera.h>
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#include <openspace/query/query.h>
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#include <ghoul/logging/logmanager.h>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtx/quaternion.hpp>
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namespace {
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constexpr const char* _loggerCat = "AutoNavigationHandler";
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} // namespace
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namespace openspace::autonavigation {
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AutoNavigationHandler::AutoNavigationHandler()
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: properties::PropertyOwner({ "AutoNavigationHandler" })
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{
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// Add the properties
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// TODO
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}
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AutoNavigationHandler::~AutoNavigationHandler() {} // NOLINT
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Camera* AutoNavigationHandler::camera() const {
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return global::navigationHandler.camera();
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}
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const double AutoNavigationHandler::pathDuration() const {
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return _pathDuration;
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}
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PathSegment& AutoNavigationHandler::currentPathSegment() {
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for (PathSegment& ps : _pathSegments) {
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double endTime = ps.startTime + ps.duration;
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if (endTime > _currentTime) {
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return ps;
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}
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}
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}
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void AutoNavigationHandler::updateCamera(double deltaTime) {
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ghoul_assert(camera() != nullptr, "Camera must not be nullptr");
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if (!_isPlaying || _pathSegments.empty()) return;
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PathSegment cps = currentPathSegment();
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// INTERPOLATE (TODO: make a function, and allow different methods)
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double t = (_currentTime - cps.startTime) / cps.duration;
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t = transferfunctions::cubicEaseInOut(t); // TEST
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t = std::max(0.0, std::min(t, 1.0));
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// TODO: don't set every frame and
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// Set anchor node in orbitalNavigator, to render visible nodes and
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// add possibility to navigate when we reach the end.
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CameraState cs = (t < 0.5) ? cps.start : cps.end;
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global::navigationHandler.orbitalNavigator().setAnchorNode(cs.referenceNode);
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// TODO: add different ways to interpolate later
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glm::dvec3 cameraPosition = cps.start.position * (1.0 - t) + cps.end.position * t;
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glm::dquat cameraRotation =
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glm::slerp(cps.start.rotation, cps.end.rotation, t);
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camera()->setPositionVec3(cameraPosition);
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camera()->setRotation(cameraRotation);
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_currentTime += deltaTime;
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// reached the end of the path => stop playing
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if (_currentTime > _pathDuration) {
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_isPlaying = false;
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// TODO: implement suitable stop behaviour
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}
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}
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void AutoNavigationHandler::createPath(PathSpecification& spec) {
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clearPath();
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bool success = true;
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for (int i = 0; i < spec.instructions()->size(); i++) {
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const Instruction& ins = spec.instructions()->at(i);
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success = handleInstruction(ins, i);
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if (!success)
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break;
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}
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if (success) {
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LINFO("Succefully generated camera path. Starting.");
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startPath();
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}
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else
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LINFO("Could not create path.");
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}
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void AutoNavigationHandler::clearPath() {
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_pathSegments.clear();
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_pathDuration = 0.0;
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_currentTime = 0.0;
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}
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void AutoNavigationHandler::startPath() {
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ghoul_assert(!_pathSegments.empty(), "Cannot start an empty path");
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_pathDuration = 0.0;
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for (auto ps : _pathSegments) {
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_pathDuration += ps.duration;
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}
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_currentTime = 0.0;
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_isPlaying = true;
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}
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CameraState AutoNavigationHandler::getStartState() {
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CameraState cs;
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if (_pathSegments.empty()) {
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cs.position = camera()->positionVec3();
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cs.rotation = camera()->rotationQuaternion();
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cs.referenceNode = global::navigationHandler.anchorNode()->identifier();
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}
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else {
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cs = _pathSegments.back().end;
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}
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return cs;
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}
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bool AutoNavigationHandler::handleInstruction(const Instruction& instruction, int index)
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{
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CameraState startState = getStartState();
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CameraState endState;
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double duration, startTime;
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bool success = true;
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switch (instruction.type)
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{
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case InstructionType::TargetNode:
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success = endFromTargetNodeInstruction(
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endState, startState, instruction, index
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);
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break;
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case InstructionType::NavigationState:
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success = endFromNavigationStateInstruction(
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endState, instruction, index
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);
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break;
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default:
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LERROR(fmt::format("Non-implemented instruction type: {}.", instruction.type));
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success = false;
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break;
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}
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if (!success) return false;
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// compute duration
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if (instruction.props->duration.has_value()) {
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duration = instruction.props->duration.value();
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if (duration <= 0) {
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LERROR(fmt::format("Failed creating path segment number {}. Duration can not be negative.", index + 1));
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return false;
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}
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}
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else {
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// TODO: compute default duration
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duration = 5.0;
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}
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// compute startTime
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startTime = 0.0;
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if (!_pathSegments.empty()) {
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PathSegment& last = _pathSegments.back();
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startTime = last.startTime + last.duration;
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}
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// create new path
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_pathSegments.push_back(
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PathSegment{ startState, endState, duration, startTime }
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);
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return true;
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}
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bool AutoNavigationHandler::endFromTargetNodeInstruction(
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CameraState& endState, CameraState& prevState, const Instruction& instruction, int index)
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{
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TargetNodeInstructionProps* props =
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dynamic_cast<TargetNodeInstructionProps*>(instruction.props.get());
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if (!props) {
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LERROR(fmt::format("Could not handle target node instruction (number {}).", index + 1));
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return false;
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}
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// Compute end state
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std::string& identifier = props->targetNode;
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const SceneGraphNode* targetNode = sceneGraphNode(identifier);
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if (!targetNode) {
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LERROR(fmt::format("Failed handling instruction number {}. Could not find node '{}' to target", index + 1, identifier));
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return false;
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}
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glm::dvec3 targetPos;
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if (props->position.has_value()) {
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// note that the anchor and reference frame is our targetnode.
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// The position in instruction is given is relative coordinates.
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targetPos = targetNode->worldPosition() + targetNode->worldRotationMatrix() * props->position.value();
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}
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else {
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bool hasHeight = props->height.has_value();
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// TODO: compute defualt height in a better way
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double defaultHeight = 2 * targetNode->boundingSphere();
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double height = hasHeight? props->height.value() : defaultHeight;
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targetPos = computeTargetPositionAtNode(
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targetNode,
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prevState.position,
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height
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);
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}
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glm::dmat4 lookAtMat = glm::lookAt(
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targetPos,
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targetNode->worldPosition(),
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camera()->lookUpVectorWorldSpace()
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);
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glm::dquat targetRot = glm::normalize(glm::inverse(glm::quat_cast(lookAtMat)));
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endState = CameraState{ targetPos, targetRot, identifier };
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return true;
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}
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bool AutoNavigationHandler::endFromNavigationStateInstruction(
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CameraState& endState, const Instruction& instruction, int index)
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{
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NavigationStateInstructionProps* props =
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dynamic_cast<NavigationStateInstructionProps*>(instruction.props.get());
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if (!props) {
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LERROR(fmt::format("Could not handle navigation state instruction (number {}).", index + 1));
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return false;
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}
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interaction::NavigationHandler::NavigationState ns = props->navState;
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// OBS! The following code is exactly the same as used in NavigationHandler::applyNavigationState. Should probably be made into a function.
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const SceneGraphNode* referenceFrame = sceneGraphNode(ns.referenceFrame);
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const SceneGraphNode* anchorNode = sceneGraphNode(ns.anchor); // The anchor is also the target
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if (!anchorNode) {
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LERROR(fmt::format("Failed handling instruction number {}. Could not find node '{}' to target", index + 1, ns.anchor));
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return false;
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}
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const glm::dvec3 anchorWorldPosition = anchorNode->worldPosition();
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const glm::dmat3 referenceFrameTransform = referenceFrame->worldRotationMatrix();
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const glm::dvec3 targetPositionWorld = anchorWorldPosition +
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glm::dvec3(referenceFrameTransform * glm::dvec4(ns.position, 1.0));
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glm::dvec3 up = ns.up.has_value() ?
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glm::normalize(referenceFrameTransform * ns.up.value()) :
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glm::dvec3(0.0, 1.0, 0.0);
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// Construct vectors of a "neutral" view, i.e. when the aim is centered in view.
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glm::dvec3 neutralView =
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glm::normalize(anchorWorldPosition - targetPositionWorld);
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glm::dquat neutralCameraRotation = glm::inverse(glm::quat_cast(glm::lookAt(
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glm::dvec3(0.0),
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neutralView,
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up
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)));
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glm::dquat pitchRotation = glm::angleAxis(ns.pitch, glm::dvec3(1.f, 0.f, 0.f));
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glm::dquat yawRotation = glm::angleAxis(ns.yaw, glm::dvec3(0.f, -1.f, 0.f));
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glm::quat targetRotation = neutralCameraRotation * yawRotation * pitchRotation;
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endState = CameraState{ targetPositionWorld, targetRotation, ns.anchor };
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return true;
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}
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glm::dvec3 AutoNavigationHandler::computeTargetPositionAtNode(
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const SceneGraphNode* node, glm::dvec3 prevPos, double height)
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{
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// TODO: compute actual distance above surface and validate negative values
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glm::dvec3 targetPos = node->worldPosition();
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glm::dvec3 targetToPrevVector = prevPos - targetPos;
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double radius = static_cast<double>(node->boundingSphere());
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// move target position out from surface, along vector to camera
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targetPos += glm::normalize(targetToPrevVector) * (radius + height);
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return targetPos;
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}
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} // namespace openspace::autonavigation
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