Files
OpenSpace/modules/touch/include/touchinteraction.h
Alexander Bock fc9b2ab091 Increase the compilation speed (#3545)
- Remove toStringConversion function and move json_helper include out of numericalproperty.inl
  - Optimizing some header files
  - Remove duplicate Lua functions from properties. 
  - Move List,Option,Selection,String, and TriggerProperty into misc folder
  - Move lua_helper include out of inline file
  - Add lua_helper to the precompiled header
  - Declare property functions as final. No longer have OptionProperty derive from IntProperty
  - Remove Dictionary header from properties
2025-03-14 11:22:40 +01:00

254 lines
9.5 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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. *
****************************************************************************************/
#ifndef __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
#define __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
#include <openspace/properties/propertyowner.h>
#include <modules/touch/include/directinputsolver.h>
#include <openspace/properties/misc/stringproperty.h>
#include <openspace/properties/misc/triggerproperty.h>
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <openspace/properties/scalar/doubleproperty.h>
#include <openspace/properties/scalar/intproperty.h>
#include <openspace/properties/vector/ivec2property.h>
#include <openspace/properties/vector/vec4property.h>
#include <array>
#include <chrono>
#include <memory>
// #define TOUCH_DEBUG_PROPERTIES
namespace openspace {
class Camera;
class SceneGraphNode;
// Class used for keeping track of the recent average frame time
class FrameTimeAverage {
public:
// Update the circular buffer with the most recent frame time
void updateWithNewFrame(double sample);
// Get the value of the most recent average frame time (seconds)
double averageFrameTime() const;
private:
static constexpr int TotalSamples = 10;
int _nSamples = 0;
double _samples[TotalSamples];
int _index = 0;
};
class TouchInteraction : public properties::PropertyOwner {
public:
TouchInteraction();
enum class InteractionType {
ROTATION = 0,
PINCH,
PAN,
ROLL,
ZOOM_OUT
};
// Stores the velocity in all 6 DOF
struct VelocityStates {
glm::dvec2 orbit = glm::dvec2(0.0);
double zoom = 0.0;
double roll = 0.0;
glm::dvec2 pan = glm::dvec2(0.0);
};
/**
* Main function call:
* 1. Checks if doubleTap occured
* 2. If the node in focus is large enough and all contact points have selected it,
* calls directControl() function for direct-manipulation
* 3. Updates std::vector<SelectedBody> _selectedContactPoints (only if LMA
* successfully converged, avoids interaction to snap on LMA fails)
* 4. If directControl() wasn't called this frame, interpret the incoming
* list and decide what type of interaction this frame should do
* 5. Compute the new total velocities after interaction
* 6. Evaluate if directControl should be called next frame- true if all contact
* points select the same node and said node is larger than _nodeRadiusThreshold
*/
void updateStateFromInput(const std::vector<TouchInputHolder>& list,
std::vector<TouchInput>& lastProcessed);
bool hasNonZeroVelocities() const;
/**
* Calculates the new camera state with velocities and time since last frame.
*/
void step(double dt, bool directTouch = false);
/**
* Called each frame we have no new input, used to reset data.
*/
void resetAfterInput();
/**
* Sets _tap to true, called if tap occured current frame (called from touchmodule).
*/
void tap();
void setCamera(Camera* camera);
private:
/**
* Function that calculates the new camera state such that it minimizes the L2 error
* in screenspace between contact points and surface coordinates projected to clip
* space using LMA.
*/
void directControl(const std::vector<TouchInputHolder>& list);
/**
* Traces each contact point into the scene as a ray and find the intersection points
* on the surface of the current anchor node, if any. Saves the input id the node and
* surface coordinates the cursor hit.
*/
void updateNodeSurfacePoints(const std::vector<TouchInputHolder>& list);
/**
* Returns an enum for what interaction to be used, depending on what input was
* received.
*/
InteractionType interpretInteraction(const std::vector<TouchInputHolder>& list,
const std::vector<TouchInput>& lastProcessed);
/**
* Compute new velocity according to the interpreted action.
*/
void computeVelocities(const std::vector<TouchInputHolder>& list,
const std::vector<TouchInput>& lastProcessed);
/**
* Compute velocity based on double-tap for zooming.
*/
double computeTapZoomDistance(double zoomGain);
/**
* Compute coefficient for velocity decay to be applied in decceleration.
*/
double computeConstTimeDecayCoefficient(double velocity);
/**
* Decelerate the velocities. Function is called in step() but is dereferenced from
* frame time to assure same behaviour on all systems
*/
void decelerate(double dt);
/**
* Resets all properties that can be changed in the GUI to default.
*/
void resetPropertiesToDefault();
/**
* Set all velocities to zero.
*/
void resetVelocities();
Camera* _camera = nullptr;
// Property variables
properties::BoolProperty _unitTest;
properties::BoolProperty _disableZoom;
properties::BoolProperty _disableRoll;
properties::TriggerProperty _reset;
properties::IntProperty _maxTapTime;
properties::IntProperty _deceleratesPerSecond;
properties::FloatProperty _touchScreenSize;
properties::FloatProperty _tapZoomFactor;
properties::FloatProperty _pinchZoomFactor;
properties::FloatProperty _rollAngleThreshold;
properties::FloatProperty _zoomSensitivityExponential;
properties::FloatProperty _zoomSensitivityProportionalDist;
properties::FloatProperty _zoomSensitivityDistanceThreshold;
properties::FloatProperty _zoomInBoundarySphereMultiplier;
properties::FloatProperty _zoomOutBoundarySphereMultiplier;
properties::DoubleProperty _zoomInLimit;
properties::DoubleProperty _zoomOutLimit;
properties::FloatProperty _inputStillThreshold;
properties::FloatProperty _centroidStillThreshold;
properties::BoolProperty _panEnabled;
properties::FloatProperty _interpretPan;
properties::Vec4Property _friction;
properties::FloatProperty _constTimeDecay_secs;
properties::BoolProperty _enableDirectManipulation;
properties::FloatProperty _directTouchDistanceThreshold;
#ifdef TOUCH_DEBUG_PROPERTIES
struct DebugProperties : PropertyOwner {
DebugProperties();
properties::StringProperty interactionMode;
properties::IntProperty nFingers;
properties::StringProperty interpretedInteraction;
properties::FloatProperty normalizedCentroidDistance;
properties::FloatProperty minDiff;
properties::FloatProperty rollOn;
} _debugProperties;
int pinchConsecCt = 0;
double pinchConsecZoomFactor = 0;
int stepVelUpdate = 0;
#endif
std::array<TouchInputHolder, 2> _pinchInputs;
// Class variables
VelocityStates _vel;
VelocityStates _lastVel;
VelocityStates _sensitivity;
bool _isWithinDirectTouchDistance = false;
double _timeSlack = 0.0;
std::chrono::milliseconds _time;
bool _directTouchMode = false;
bool _wasPrevModeDirectTouch = false;
bool _tap = false;
bool _doubleTap = false;
bool _zoomOutTap = false;
std::vector<DirectInputSolver::SelectedBody> _selectedNodeSurfacePoints;
DirectInputSolver _directInputSolver;
glm::vec2 _centroid = glm::vec2(0.f);
FrameTimeAverage _frameTimeAvg;
struct ConstantTimeDecayCoefficients {
double zoom = 0.0;
double orbit = 0.0;
double roll = 0.0;
double pan = 0.0;
};
ConstantTimeDecayCoefficients _constTimeDecayCoeff;
};
} // openspace namespace
#endif // __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__