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https://github.com/OpenSpace/OpenSpace.git
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503 lines
16 KiB
C++
503 lines
16 KiB
C++
/*****************************************************************************************
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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/helperfunctions.h>
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#include <modules/autonavigation/instruction.h>
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#include <modules/autonavigation/pathspecification.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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#include <algorithm>
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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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// Temporary function to convert a string to one of the bools above.
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// TODO: move to a better place / rewrite
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CurveType stringToCurveType(std::string str) {
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if (str.empty())
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return CurveType::None;
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std::transform(str.begin(), str.end(), str.begin(), ::tolower);
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if (str == "bezier3") {
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return CurveType::Bezier3;
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}
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else if (str == "linear") {
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return CurveType::Linear;
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}
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else {
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LERROR(fmt::format("'{}' is not a valid curve type! Choosing default.", str));
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return CurveType::None;
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}
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}
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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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double sum = 0.0;
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for (const PathSegment& ps : _pathSegments) {
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sum += ps.duration();
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}
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return sum;
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}
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const bool AutoNavigationHandler::hasFinished() const {
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return _currentTime > pathDuration();
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}
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const int AutoNavigationHandler::currentPathSegmentIndex() const {
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for (int i = 0; i < _pathSegments.size(); ++i) {
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const PathSegment& ps = _pathSegments[i];
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double endTime = ps.startTime() + ps.duration();
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if (endTime > _currentTime) {
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return i;
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}
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}
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return -1;
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}
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CameraState AutoNavigationHandler::currentCameraState() {
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CameraState cs;
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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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return cs;
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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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const int currentIndex = currentPathSegmentIndex();
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if (currentIndex < 0) return; // no path
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if (currentIndex != _activeSegmentIndex) {
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_activeSegmentIndex = currentIndex;
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if (_stopAtTargets) {
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pausePath();
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return;
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}
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}
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_currentTime += deltaTime;
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const PathSegment& cps = _pathSegments[currentIndex];
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// Interpolation variable
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double t = (_currentTime - cps.startTime()) / cps.duration();
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t = std::max(0.0, std::min(t, 1.0));
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// TODO: compute interpolation variable using travelled distnace instead
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// TODO: don't set every frame
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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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glm::dvec3 cameraPosition = cps.getPositionAt(t);
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glm::dquat cameraRotation = cps.getRotationAt(t);
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camera()->setPositionVec3(cameraPosition);
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camera()->setRotation(cameraRotation);
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if (hasFinished()) {
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LINFO("Reached end of path.");
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_isPlaying = false;
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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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_pathCurveType = stringToCurveType(spec.curveType());
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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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// OBS! Would it be better to save the spec in the handler class?
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_stopAtTargets = spec.stopAtTargets();
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// Check if we have a specified start state. If so, update the first segment
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if (spec.hasStartState() && _pathSegments.size() > 0) {
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CameraState startState = cameraStateFromNavigationState(spec.startState());
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_pathSegments[0].setStart(startState);
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}
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if (success) {
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LINFO("Succefully generated camera path.");
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startPath();
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}
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else
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LERROR("Could not create path.");
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}
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void AutoNavigationHandler::clearPath() {
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LINFO("Clearing path...");
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_pathSegments.clear();
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_currentTime = 0.0;
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_activeSegmentIndex = 0;
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}
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void AutoNavigationHandler::startPath() {
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if (_pathSegments.empty()) {
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LERROR("Cannot start an empty path.");
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return;
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}
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LINFO("Starting path...");
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_currentTime = 0.0;
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_isPlaying = true;
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}
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void AutoNavigationHandler::pausePath() {
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if (!_isPlaying) {
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LERROR("Cannot pause a path that isn't playing");
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return;
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}
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LINFO(fmt::format("Paused path at target {} / {}", _activeSegmentIndex, _pathSegments.size()));
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_isPlaying = false;
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}
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void AutoNavigationHandler::continuePath() {
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if (_pathSegments.empty() || hasFinished()) {
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LERROR("No path to resume (path is empty or has finished).");
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return;
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}
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if (_isPlaying) {
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LERROR("Cannot resume a path that is already playing");
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return;
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}
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LINFO("Continuing path...");
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// Recompute start camera state for the upcoming path segment, to avoid clipping to
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// the old camera state.
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_pathSegments[_activeSegmentIndex].setStart(currentCameraState());
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_isPlaying = true;
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}
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void AutoNavigationHandler::stopPath() {
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_isPlaying = false;
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}
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// TODO: remove when not needed
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// Created for debugging
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std::vector<glm::dvec3> AutoNavigationHandler::getCurvePositions(int nPerSegment) {
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std::vector<glm::dvec3> positions;
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if (_pathSegments.empty()) {
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LERROR("There is no current path to sample points from.");
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return positions;
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}
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const double dt = 1.0 / nPerSegment;
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for (PathSegment &p : _pathSegments) {
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for (double t = 0.0; t < 1.0; t += dt) {
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auto position = p.getPositionAt(t);
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positions.push_back(position);
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}
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}
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return positions;
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}
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// TODO: remove when not needed
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// Created for debugging
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std::vector<glm::dvec3> AutoNavigationHandler::getControlPoints() {
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std::vector<glm::dvec3> points;
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if (_pathSegments.empty()) {
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LERROR("There is no current path to sample points from.");
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return points;
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}
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for (PathSegment &p : _pathSegments) {
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std::vector<glm::dvec3> curvePoints = p.getControlPoints();
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points.insert(points.end(), curvePoints.begin(), curvePoints.end());
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}
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return points;
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}
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bool AutoNavigationHandler::handleInstruction(const Instruction& instruction, int index) {
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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 = handleTargetNodeInstruction(instruction);
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break;
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case InstructionType::NavigationState:
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success = handleNavigationStateInstruction(instruction);
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break;
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case InstructionType::Pause:
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success = handlePauseInstruction(instruction);
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break;
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default:
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LERROR("Non-implemented instruction type.");
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success = false;
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break;
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}
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if (!success) {
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LERROR(fmt::format("Failed handling instruction number {}.", std::to_string(index + 1)));
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return false;
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}
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return true;
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}
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bool AutoNavigationHandler::handleTargetNodeInstruction(const Instruction& instruction) {
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// Verify instruction type
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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("Could not handle target node instruction.");
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return false;
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}
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CameraState startState =
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_pathSegments.empty() ? currentCameraState() : _pathSegments.back().end();
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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("Could not find node '{}' to target", 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() +
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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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startState.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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CameraState endState = CameraState{ targetPos, targetRot, identifier };
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addSegment(startState, endState, instruction.props->duration);
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return true;
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}
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bool AutoNavigationHandler::handleNavigationStateInstruction(
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const Instruction& instruction)
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{
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// Verify instruction type
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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."));
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return false;
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}
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CameraState startState =
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_pathSegments.empty() ? currentCameraState() : _pathSegments.back().end();
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interaction::NavigationHandler::NavigationState ns = props->navState;
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CameraState endState = cameraStateFromNavigationState(ns);
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addSegment(startState, endState, instruction.props->duration);
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return true;
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}
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bool AutoNavigationHandler::handlePauseInstruction(const Instruction& instruction)
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{
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// Verify instruction type
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PauseInstructionProps* props =
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dynamic_cast<PauseInstructionProps*>(instruction.props.get());
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if (!props) {
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LERROR(fmt::format("Could not handle pause instruction."));
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return false;
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}
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CameraState state =_pathSegments.empty()
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? currentCameraState()
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: _pathSegments.back().end();
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// TODO: implement more complex behavior later
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addPause(state, instruction.props->duration);
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return true;
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}
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void AutoNavigationHandler::addSegment(CameraState& start,
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CameraState& end, std::optional<double> duration)
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{
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// compute startTime
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double 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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bool hasType = (_pathCurveType != CurveType::None);
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PathSegment newSegment = hasType
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? PathSegment{ start, end, startTime, _pathCurveType }
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: PathSegment{ start, end, startTime };
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// TODO: handle duration better
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if (duration.has_value()) {
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newSegment.setDuration(duration.value());
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}
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_pathSegments.push_back(newSegment);
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}
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void AutoNavigationHandler::addPause(CameraState& state, std::optional<double> duration) {
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// compute startTime
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double 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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PathSegment newSegment = PathSegment{ state, state, startTime, CurveType::Pause };
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// TODO: handle duration better
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if (duration.has_value()) {
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newSegment.setDuration(duration.value());
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}
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_pathSegments.push_back(newSegment);
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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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CameraState AutoNavigationHandler::cameraStateFromNavigationState(
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const interaction::NavigationHandler::NavigationState& ns)
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{
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// OBS! The following code is exactly the same as used in
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// 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("Could not find node '{}' to target. Returning empty state.", ns.anchor));
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return CameraState{};
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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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return CameraState{ targetPositionWorld, targetRotation, ns.anchor };
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}
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} // namespace openspace::autonavigation
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