/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2019 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include #include #include #include #include #include #include #include #include namespace { constexpr const char* _loggerCat = "PathSegment"; } // namespace namespace openspace::autonavigation { PathSegment::PathSegment( CameraState start, CameraState end, double duration, double startTime, CurveType type) : _start(start), _end(end), _duration(duration), _startTime(startTime), _curveType(type) { switch(_curveType) { case Bezier: generateBezier(); break; case Bezier2: generateBezier2(); break; case Linear: break; case Linear2: generateLinear2(); break; default: LERROR(fmt::format("Cannot create curve of type {}. Type does not exist!", _curveType)); } } CameraState PathSegment::start() const { return _start; } CameraState PathSegment::end() const { return _end; } double PathSegment::duration() const { return _duration; } double PathSegment::startTime() const { return _startTime; } glm::vec3 PathSegment::getPositionAt(double t) { t = easingfunctions::cubicEaseInOut(t); switch(_curveType) { case Bezier: return interpolator::cubicBezier(t, _controlPoints[0], _controlPoints[1], _controlPoints[2], _controlPoints[3]); break; case Bezier2: return interpolator::piecewiseCubicBezier(t, _controlPoints); break; case Linear: return ghoul::interpolateLinear(t, _start.position, _end.position); break; case Linear2: return interpolator::piecewiseLinear(t, _controlPoints); break; default: LERROR(fmt::format("Cannot get position for curve type {}. Type does not exist!", _curveType)); } } glm::dquat PathSegment::getRotationAt(double t) { double tRot = helpers::shiftAndScale(t, 0.1, 0.9); tRot = easingfunctions::cubicEaseInOut(tRot); switch (_curveType) { case Linear2: return getLookAtRotation( tRot, getPositionAt(t), global::navigationHandler.camera()->lookUpVectorWorldSpace() ); break; default: return glm::slerp(_start.rotation, _end.rotation, tRot); } } glm::dquat PathSegment::getLookAtRotation(double t, glm::dvec3 currentPos, glm::dvec3 up) { glm::dvec3 startLookAtPos = sceneGraphNode(_start.referenceNode)->worldPosition(); glm::dvec3 endLookAtPos = sceneGraphNode(_end.referenceNode)->worldPosition(); glm::dvec3 lookAtPos = ghoul::interpolateLinear(t, startLookAtPos, endLookAtPos); glm::dmat4 lookAtMat = glm::lookAt( currentPos, lookAtPos, up ); return glm::normalize(glm::inverse(glm::quat_cast(lookAtMat))); } // A single bezier segment with four control points void PathSegment::generateBezier() { glm::dvec3 startNodePos = sceneGraphNode(_start.referenceNode)->worldPosition(); glm::dvec3 endNodePos = sceneGraphNode(_end.referenceNode)->worldPosition(); // vectors pointing away from target nodes glm::dvec3 startDirection =_start.position - startNodePos; glm::dvec3 endDirection = _end.position - endNodePos; _controlPoints.push_back(_start.position); _controlPoints.push_back(_start.position + 10.0 * startDirection); _controlPoints.push_back(_end.position + 10.0 * endDirection); _controlPoints.push_back(_end.position); } void PathSegment::generateBezier2() { // START: glm::dvec3 startNodePos = sceneGraphNode(_start.referenceNode)->worldPosition(); glm::dvec3 startDirection = _start.position - startNodePos; // END: glm::dvec3 endNodePos = sceneGraphNode(_end.referenceNode)->worldPosition(); glm::dvec3 endDirection = _end.position - endNodePos; // MIDDLE: one knot and two control points parallell to target nodes glm::dvec3 AB = endNodePos - startNodePos; glm::dvec3 C = normalize(startDirection + endDirection); glm::dvec3 CparAB = glm::dot(C, normalize(AB))* normalize(AB); glm::dvec3 CortAB = normalize(C - CparAB); double d = length(AB); // TODO: set points that actually look good _controlPoints.push_back(_start.position); _controlPoints.push_back(_start.position + 2.0 * startDirection); _controlPoints.push_back(_start.position + 1.5 * d * CortAB); _controlPoints.push_back(_start.position + 1.5 * d * CortAB + 0.5 * AB); _controlPoints.push_back(_end.position + 1.5 * d * CortAB); _controlPoints.push_back(_end.position + 2.0 * endDirection); _controlPoints.push_back(_end.position); } void PathSegment::generateLinear2() { // START: glm::dvec3 startNodePos = sceneGraphNode(_start.referenceNode)->worldPosition(); glm::dvec3 startDirection = _start.position - startNodePos; // END: glm::dvec3 endNodePos = sceneGraphNode(_end.referenceNode)->worldPosition(); glm::dvec3 endDirection = _end.position - endNodePos; // MIDDLE: glm::dvec3 AB = endNodePos - startNodePos; glm::dvec3 C = normalize(startDirection + endDirection); glm::dvec3 CparAB = glm::dot(C, normalize(AB))* normalize(AB); glm::dvec3 CortAB = normalize(C - CparAB); double d = length(AB); _controlPoints.push_back(_start.position); _controlPoints.push_back(_start.position + 2.0 * d * CortAB + 0.5 * AB); //TODO: use scale instead of 2.0 _controlPoints.push_back(_end.position); } } // namespace openspace::autonavigation