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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-04 01:39:47 -05:00
func and grad should now be defined correctly, needs to be tested
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@@ -82,68 +82,187 @@ TouchInteraction::~TouchInteraction() { }
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void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<Point>& lastProcessed) {
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if (_directTouchMode) { // should just be a function call
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/*
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1, define s(xi,q): newXi = T(tx,ty,tz)Q(rx,ry,rz)xi, s(xi,q) = modelToScreenSpace(newXi)
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2, calculate minimum error E = sum( ||s(xi,q)-pi||^2 ) (and define q in the process)
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* xi is the old modelview position (_selected.at(i).coordinates),
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* q the 6DOF vector (Trans(x,y,z)Quat(x,y,z)) to be defined that will move xi to a new pos,
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* pi the current point in screen space (list.at(i).getXY)
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3, Do the inverse rotation of M(q) on the camera, map interactions to different number of direct touch points
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*/
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// define these according to the M(q)
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auto func = [](double* par, int x, void* fdata) { // par is the vector of measurements, x current point par[x], fdata additional data needed by the function
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// define s(xi, q) : newXi = T(tx, ty, tz)Q(rx, ry, rz)xi, s(xi, q) = modelToScreenSpace(newXi)
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glm::dvec2 screenPoint;
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if (x % 2) { // true = par[x] is a y-coord, false = par[x] is an x-coord
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screenPoint.x = par[x-1];
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screenPoint.y = par[x];
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// Returns the new value of screen point measurements[x] according to the transform M(par)
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auto func = [](double* par, int x, void* fdata) { // par is the 6DOF vector , x the id of the measurements measurements[x], fdata additional data needed by the function
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auto toSurface = [](int x, FunctionData* ptr) {
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glm::dvec2 screenPoint;
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if (x % 2) { // true = y[x] is a y-coord, false = y[x] is an x-coord
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screenPoint.x = ptr->measurements[x - 1];
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screenPoint.y = ptr->measurements[x];
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}
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else {
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screenPoint.x = ptr->measurements[x];
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screenPoint.y = ptr->measurements[x + 1];
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}
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// Find the intersection point in surface coordinates again;
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glm::dvec3 camPos = ptr->camera->positionVec3();
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double xCo = 2 * (screenPoint.x - 0.5) * ptr->aspectRatio;
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double yCo = -2 * (screenPoint.y - 0.5); // normalized -1 to 1 coordinates on screen
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glm::dvec3 raytrace = glm::normalize(ptr->camera->rotationQuaternion() * glm::dvec3(xCo, yCo, -3.2596558));
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glm::dvec3 camToSelectable = ptr->node->worldPosition() - camPos;
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double boundingSphere = ptr->node->boundingSphere().lengthd();
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double d = glm::dot(raytrace, camToSelectable);
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double root = boundingSphere * boundingSphere - glm::dot(camToSelectable, camToSelectable) + d * d;
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if (root > 0) // two intersection points (take the closest one)
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d -= sqrt(root);
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glm::dvec3 intersectionPoint = camPos + d * raytrace;
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return (glm::inverse(ptr->node->rotationMatrix()) * (intersectionPoint - ptr->node->worldPosition()));
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};
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auto toScreen = [](glm::dvec3 vec, FunctionData* ptr) {
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glm::dvec3 backToScreenSpace = glm::inverse(ptr->camera->rotationQuaternion())
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* glm::normalize(((ptr->node->rotationMatrix() * vec) + ptr->node->worldPosition() - ptr->camera->positionVec3()));
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backToScreenSpace *= (-3.2596558 / backToScreenSpace.z);
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return glm::dvec2(backToScreenSpace.x / (2 * ptr->aspectRatio) + 0.5, -backToScreenSpace.y / 2 + 0.5);
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};
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FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
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glm::dvec3 surfacePoint = toSurface(x, ptr); // get current screen point from the id "x".
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// Create transformation matrix M(q) and apply transform for newPointInModelView
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glm::dvec3 T = glm::dvec3(par[0], par[1], 0.0);
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glm::dquat Q;
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Q.x = Q.y = Q.z = 0.0;
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if (ptr->nDOF > 2) { // need to check how many DOF we can handle (+2 DOF per finger down up to 6)
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T.z = par[2];
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Q.x = par[3];
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if (ptr->nDOF > 4) {
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Q.y = par[4];
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Q.z = par[5];
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}
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}
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else {
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screenPoint.x = par[x];
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screenPoint.y = par[x+1];
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}
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// fdata has to contain aspectRatio, camera and node,
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//glm::dvec3 modelPoint = screenToModelSpace(screenPoint);
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// create transformation matrix M(q)
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//glm::dmat3 T;
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//glm::dquat Q;
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glm::dvec2 newScreenPoint; //= modelToScreenSpace(T * (Q * modelPoint));
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if (x % 2)
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double len = Q.x*Q.x + Q.y*Q.y + Q.z*Q.z;
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Q.w = sqrt(1 - len);
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glm::dvec3 newSurfacePoint = T + (Q * surfacePoint);
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glm::dvec2 newScreenPoint = toScreen(newSurfacePoint, ptr); // go back to screen-space
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if (x % 2) // return right variable
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return newScreenPoint.y;
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else
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return newScreenPoint.x;
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};
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// Gradient of func
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auto grad = [](double* g, double* par, int x, void* fdata) {
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g[0] = 1.0 + exp(-par[2] * x);
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g[1] = exp(-par[2] * x);
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g[2] = -x * (par[1] - par[0]) * exp(-par[2] * x);
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auto toSurface = [](int x, FunctionData* ptr) {
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glm::dvec2 screenPoint;
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if (x % 2) { // true = y[x] is a y-coord, false = y[x] is an x-coord
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screenPoint.x = ptr->measurements[x - 1];
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screenPoint.y = ptr->measurements[x];
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}
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else {
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screenPoint.x = ptr->measurements[x];
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screenPoint.y = ptr->measurements[x + 1];
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}
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// Find the intersection point in surface coordinates again;
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glm::dvec3 camPos = ptr->camera->positionVec3();
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double xCo = 2 * (screenPoint.x - 0.5) * ptr->aspectRatio;
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double yCo = -2 * (screenPoint.y - 0.5); // normalized -1 to 1 coordinates on screen
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glm::dvec3 raytrace = glm::normalize(ptr->camera->rotationQuaternion() * glm::dvec3(xCo, yCo, -3.2596558));
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glm::dvec3 camToSelectable = ptr->node->worldPosition() - camPos;
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double boundingSphere = ptr->node->boundingSphere().lengthd();
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double d = glm::dot(raytrace, camToSelectable);
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double root = boundingSphere * boundingSphere - glm::dot(camToSelectable, camToSelectable) + d * d;
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if (root > 0) // two intersection points (take the closest one)
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d -= sqrt(root);
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glm::dvec3 intersectionPoint = camPos + d * raytrace;
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return (glm::inverse(ptr->node->rotationMatrix()) * (intersectionPoint - ptr->node->worldPosition()));
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};
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auto toScreen = [](glm::dvec3 vec, FunctionData* ptr) {
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glm::dvec3 backToScreenSpace = glm::inverse(ptr->camera->rotationQuaternion())
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* glm::normalize(((ptr->node->rotationMatrix() * vec) + ptr->node->worldPosition() - ptr->camera->positionVec3()));
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backToScreenSpace *= (-3.2596558 / backToScreenSpace.z);
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return glm::dvec2(backToScreenSpace.x / (2 * ptr->aspectRatio) + 0.5, -backToScreenSpace.y / 2 + 0.5);
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};
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FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
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g[0] = 1.0;
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g[1] = 1.0;
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if (ptr->nDOF > 2) {
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g[2] = 1.0;
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// Get current screen point from the id "x".
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glm::dvec3 surfacePoint = toSurface(x, ptr);
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glm::dquat Q;
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Q.x = par[3];
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Q.y = Q.z = 0.0;
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if (ptr->nDOF > 4) {
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Q.y = par[4];
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Q.z = par[5];
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}
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double len = Q.x*Q.x + Q.y*Q.y + Q.z*Q.z;
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Q.w = sqrt(1 - len);
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// We now got surface point, need to calculate Q' w.r.t x, y and z and calculate each gradient vector -> transform back to modelview to get g[3]-g[5]
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glm::dvec3 gradX; // derivative of Q w.r.t x
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gradX.x = surfacePoint.x - 2.0 * Q.y * surfacePoint.y + 2.0 * Q.z * surfacePoint.z;
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gradX.y = 2.0 * Q.y * surfacePoint.x + (1.0 - 4.0 * Q.x) * surfacePoint.y + 2.0 * Q.w * surfacePoint.z;
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gradX.z = 2.0 * Q.z * surfacePoint.x + 2.0 * Q.w * surfacePoint.y + 2.0 * (1.0 - 4.0 * Q.x) * surfacePoint.z;
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glm::dvec2 newSPx = toScreen(gradX, ptr);
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if (x % 2)
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g[3] = newSPx.y;
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else
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g[3] = newSPx.x;
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if (ptr->nDOF > 4) {
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glm::dvec3 gradY; // derivative of Q w.r.t y
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gradY.x = (1.0 - 4.0 * Q.y) * surfacePoint.x + 2.0 * Q.x * surfacePoint.y + 2.0 * Q.w * surfacePoint.z;
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gradY.y = 2.0 * Q.x * surfacePoint.x + surfacePoint.y + 2.0 * Q.z * surfacePoint.z;
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gradY.z = -2.0 * Q.w * surfacePoint.x + 2.0 * Q.z * surfacePoint.y + (1.0 - 4.0 * Q.y) * surfacePoint.z;
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glm::dvec3 gradZ; // derivative of Q w.r.t z
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gradZ.x = (1.0 - 4.0 * Q.z) * surfacePoint.x - 2.0 * Q.w * surfacePoint.y + 2.0 * Q.x * surfacePoint.z;
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gradZ.y = 2.0 * Q.w * surfacePoint.x + (1.0 - 4.0 * Q.z) * surfacePoint.y + 2.0 * Q.y * surfacePoint.z;
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gradZ.z = 2.0 * Q.x * surfacePoint.x + 2.0 * Q.y * surfacePoint.y + surfacePoint.z;
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glm::dvec2 newSPy = toScreen(gradY, ptr);
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glm::dvec2 newSPz = toScreen(gradZ, ptr);
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if (x % 2) {
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g[4] = newSPy.y;
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g[5] = newSPz.y;
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}
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else {
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g[4] = newSPy.x;
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g[5] = newSPz.x;
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}
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}
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}
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};
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const int nDOF = 6; // 6 degrees of freedom
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//glm::dquat quat = glm::quat_cast(_selected.at(0).node->rotationMatrix());
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//glm::dvec3 trans = _sekected.at(0).node->worldPosition();
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double q[nDOF] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; // initial values of q or 0.0? (ie current model or no rotation/translation)
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const int nFingers = _selected.size() * 2;
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double* contactPoints = new double[nFingers];
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double* squaredError = new double[nFingers];
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const int nCoord = _selected.size() * 2;
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int nDOF = std::min(nCoord, 6);
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double* par = new double[nDOF];
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for (int i = 0; i < nDOF; ++i) // initial values of q or 0.0? (ie current model or no rotation/translation)
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par[i] = 0.0;
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double* screenPoints = new double[nCoord];
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double* squaredError = new double[nCoord];
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int i = 0;
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for (const SelectedBody& sb : _selected) {
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glm::dvec2 screenPoint = modelToScreenSpace(sb); // transform to screen-space, old point to correct to current
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contactPoints[i] = screenPoint.x;
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contactPoints[i + 1] = screenPoint.y;
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screenPoints[i] = screenPoint.x;
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screenPoints[i + 1] = screenPoint.y;
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std::vector<TuioCursor>::const_iterator cursor = find_if(list.begin(), list.end(), [&sb](const TuioCursor& c) { return sb.id == c.getSessionID(); });
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squaredError[i] = pow(screenPoint.x - cursor->getX(), 2); // squared error to calculate weighted least-square
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squaredError[i + 1] = pow(screenPoint.y - cursor->getY(), 2);
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i += 2;
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}
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glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
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FunctionData fData = { _camera, _selected.at(0).node, res.x / res.y, screenPoints, nDOF };
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void* dataPtr = reinterpret_cast<void*>(&fData);
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levmarq_init(&_lmstat);
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int nIterations = levmarq(nDOF, q, nFingers, contactPoints, squaredError, func, grad, NULL, &_lmstat); // NULL should send fdata(camera, node, aspectRatio)
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delete[] contactPoints;
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bool success = levmarq(nDOF, par, nCoord, screenPoints, squaredError, func, grad, dataPtr, &_lmstat); // finds best transform values and stores them in par
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// cleanup
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delete[] screenPoints;
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delete[] squaredError;
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delete[] par;
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}
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//else {
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trace(list);
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