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OpenSpace/include/openspace/navigation/path.h
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

213 lines
8.5 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_CORE___PATH___H__
#define __OPENSPACE_CORE___PATH___H__
#include <openspace/documentation/documentation.h>
#include <openspace/navigation/pathcurve.h>
#include <openspace/navigation/waypoint.h>
#include <ghoul/misc/dictionary.h>
#include <optional>
#include <vector>
namespace openspace {
struct CameraPose;
} // namespace openspace
namespace openspace::interaction {
class Path {
public:
enum class Type {
AvoidCollision = 0,
ZoomOutOverview,
Linear,
// @TODO (2021-08-13, emmbr) This type right now leads to rapid rotations, but is
// useful in specific scenarios, e.g. close to surfaces. Later we want to remove
// it, and create a curve type that looks nicely at the targets when moving,
// avoids collisions and doesn't introduce sudden large changes in rotation
AvoidCollisionWithLookAt
};
Path(Waypoint start, Waypoint end, Type type,
std::optional<float> duration = std::nullopt);
Waypoint startPoint() const;
Waypoint endPoint() const;
/**
* Return the total length of the the curve for the path, in meters.
*/
double pathLength() const;
/**
* Return the remaining distance to traverse, in meters.
*/
double remainingDistance() const;
/**
* Estimate a value for the remaining time to reach the target, based on the
* currently progressed time and the estimation for how long the path will
* take to traverse. Note that the computation is not exact.
*
* \param speedScale The speed scale factor that may affect how fast the camera moves
* \return The estimated remaining time
*/
float estimatedRemainingTime(float speedScale) const;
/**
* Return a vector of positions corresponding to the control points of the path's
* spline curve.
*/
std::vector<glm::dvec3> controlPoints() const;
/**
* Take a step along the current path, corresponding to the delta time step \p dt, and
* return the resulting camera pose. The \p speedScale is a factor that will be
* multiplied with the traversal speed.
*/
CameraPose traversePath(double dt, float speedScale = 1.f);
/**
* Function that can be used to permaturely quit a path, for example when skipping
* to the end.
*/
void quitPath();
/**
* Return the identifer of the node that is the current appropriate anchor node, of
* the start and end waypoint's reference node. Dtermined based on how far along the
* path we have traveled.
*/
std::string currentAnchor() const;
/**
* Return wether the path has reached its end point or not.
*/
bool hasReachedEnd() const;
/**
* Compute the interpolated camera pose at a certain distance along a *linear*
* path. Note that the linear path is a special case, to avoid risks of precision
* problems for long paths.
*/
CameraPose linearInterpolatedPose(double distance, double displacement);
/**
* Compute the interpolated camera pose at a certain distance along the path.
*/
CameraPose interpolatedPose(double distance) const;
/**
* Reset variables used to play back path.
*/
void resetPlaybackVariables();
static documentation::Documentation Documentation();
private:
/**
* Interpolate between the paths start and end rotation using the approach that
* corresponds to the path's curve type. The interpolation parameter \p t is the same
* as for the position interpolation, i.e. the relative traveled distance along the
* path, in [0, 1].
*
* \param t The interpolation parameter, given as the relative traveled distance along
* the path, in [0, 1]
*/
glm::dquat interpolateRotation(double t) const;
/**
* Compute the interpolated rotation quaternion using an eased SLERP approach.
*
* \param t The interpolation variable for the rotatation interpolation. Should be the
* relative traveled distance, in [0, 1]
*/
glm::dquat easedSlerpRotation(double t) const;
/**
* Compute the interpolated rotation quaternion using a method that is customized for
* linear paths. The camera will first interpoalte to look at the targetted node, and
* keep doing so for most of the path. At the end, when within a certain distance from
* the target, the rotation is interpolated so that the camera ends up in the target
* pose at the end of the path.
*
* \param t The interpolation variable for the rotatation interpolation. Should be the
* relative traveled distance, in [0, 1]
*/
glm::dquat linearPathRotation(double t) const;
/**
* Compute the interpolated rotation quaternion using an approach that first
* interpolates to look at the start node, and then the end node, before interpolating
* to the end rotation.
*
* \param t The interpolation variable for the rotatation interpolation. Should be the
* relative traveled distance, in [0, 1]
*/
glm::dquat lookAtTargetsRotation(double t) const;
/**
* Evaluate the current traversal speed along the path, based on the currently
* traveled distance. The final speed will be scaled to match the desired duration for
* the path (which might have been specified by the user).
*
* \param traveledDistance The current distance traveled along the path, in meters
*/
double speedAlongPath(double traveledDistance) const;
Waypoint _start;
Waypoint _end;
Type _type;
std::unique_ptr<PathCurve> _curve;
float _speedFactorFromDuration = 1.f;
float _expectedDuration = 0.f;
// Playback variables
double _traveledDistance = 0.0; // Meters
float _progressedTime = 0.f; // Time since playback started (seconds)
bool _shouldQuit = false;
CameraPose _prevPose;
};
/**
* Create a path based on an instruction given as a dictionary (see top of cpp file
* for documentation on keys and values for the dictionary). If \p forceType is specified,
* that type will primarily be used as the type for the created path. Secondly, the type
* will be read from the dictionary, and lastly it will use the default from
* PathNavigator.
*
* \return The created path
*/
Path createPathFromDictionary(const ghoul::Dictionary& dictionary,
std::optional<Path::Type> forceType = std::nullopt);
} // namespace openspace::interaction
#endif // __OPENSPACE_CORE___PATH___H__