Files
OpenSpace/modules/autonavigation/autonavigationhandler.cpp
Emma Broman 3e283d1630 Add code for camera path generation module
Add all code in the state it was in Jan 10 2020 when branch cleanup was performed
2020-01-10 14:59:08 -05:00

333 lines
12 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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#include <modules/autonavigation/autonavigationhandler.h>
#include <modules/autonavigation/transferfunctions.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/interaction/navigationhandler.h>
#include <openspace/scene/scenegraphnode.h>
#include <openspace/util/camera.h>
#include <openspace/query/query.h>
#include <ghoul/logging/logmanager.h>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/quaternion.hpp>
namespace {
constexpr const char* _loggerCat = "AutoNavigationHandler";
} // namespace
namespace openspace::autonavigation {
AutoNavigationHandler::AutoNavigationHandler()
: properties::PropertyOwner({ "AutoNavigationHandler" })
{
// Add the properties
// TODO
}
AutoNavigationHandler::~AutoNavigationHandler() {} // NOLINT
Camera* AutoNavigationHandler::camera() const {
return global::navigationHandler.camera();
}
const double AutoNavigationHandler::pathDuration() const {
return _pathDuration;
}
PathSegment& AutoNavigationHandler::currentPathSegment() {
for (PathSegment& ps : _pathSegments) {
double endTime = ps.startTime + ps.duration;
if (endTime > _currentTime) {
return ps;
}
}
}
void AutoNavigationHandler::updateCamera(double deltaTime) {
ghoul_assert(camera() != nullptr, "Camera must not be nullptr");
if (!_isPlaying || _pathSegments.empty()) return;
PathSegment cps = currentPathSegment();
// INTERPOLATE (TODO: make a function, and allow different methods)
double t = (_currentTime - cps.startTime) / cps.duration;
t = transferfunctions::cubicEaseInOut(t); // TEST
t = std::max(0.0, std::min(t, 1.0));
// TODO: don't set every frame and
// Set anchor node in orbitalNavigator, to render visible nodes and
// add possibility to navigate when we reach the end.
CameraState cs = (t < 0.5) ? cps.start : cps.end;
global::navigationHandler.orbitalNavigator().setAnchorNode(cs.referenceNode);
// TODO: add different ways to interpolate later
glm::dvec3 cameraPosition = cps.start.position * (1.0 - t) + cps.end.position * t;
glm::dquat cameraRotation =
glm::slerp(cps.start.rotation, cps.end.rotation, t);
camera()->setPositionVec3(cameraPosition);
camera()->setRotation(cameraRotation);
_currentTime += deltaTime;
// reached the end of the path => stop playing
if (_currentTime > _pathDuration) {
_isPlaying = false;
// TODO: implement suitable stop behaviour
}
}
void AutoNavigationHandler::createPath(PathSpecification& spec) {
clearPath();
bool success = true;
for (int i = 0; i < spec.instructions()->size(); i++) {
const Instruction& ins = spec.instructions()->at(i);
success = handleInstruction(ins, i);
if (!success)
break;
}
if (success) {
LINFO("Succefully generated camera path. Starting.");
startPath();
}
else
LINFO("Could not create path.");
}
void AutoNavigationHandler::clearPath() {
_pathSegments.clear();
_pathDuration = 0.0;
_currentTime = 0.0;
}
void AutoNavigationHandler::startPath() {
ghoul_assert(!_pathSegments.empty(), "Cannot start an empty path");
_pathDuration = 0.0;
for (auto ps : _pathSegments) {
_pathDuration += ps.duration;
}
_currentTime = 0.0;
_isPlaying = true;
}
CameraState AutoNavigationHandler::getStartState() {
CameraState cs;
if (_pathSegments.empty()) {
cs.position = camera()->positionVec3();
cs.rotation = camera()->rotationQuaternion();
cs.referenceNode = global::navigationHandler.anchorNode()->identifier();
}
else {
cs = _pathSegments.back().end;
}
return cs;
}
bool AutoNavigationHandler::handleInstruction(const Instruction& instruction, int index)
{
CameraState startState = getStartState();
CameraState endState;
double duration, startTime;
bool success = true;
switch (instruction.type)
{
case InstructionType::TargetNode:
success = endFromTargetNodeInstruction(
endState, startState, instruction, index
);
break;
case InstructionType::NavigationState:
success = endFromNavigationStateInstruction(
endState, instruction, index
);
break;
default:
LERROR(fmt::format("Non-implemented instruction type: {}.", instruction.type));
success = false;
break;
}
if (!success) return false;
// compute duration
if (instruction.props->duration.has_value()) {
duration = instruction.props->duration.value();
if (duration <= 0) {
LERROR(fmt::format("Failed creating path segment number {}. Duration can not be negative.", index + 1));
return false;
}
}
else {
// TODO: compute default duration
duration = 5.0;
}
// compute startTime
startTime = 0.0;
if (!_pathSegments.empty()) {
PathSegment& last = _pathSegments.back();
startTime = last.startTime + last.duration;
}
// create new path
_pathSegments.push_back(
PathSegment{ startState, endState, duration, startTime }
);
return true;
}
bool AutoNavigationHandler::endFromTargetNodeInstruction(
CameraState& endState, CameraState& prevState, const Instruction& instruction, int index)
{
TargetNodeInstructionProps* props =
dynamic_cast<TargetNodeInstructionProps*>(instruction.props.get());
if (!props) {
LERROR(fmt::format("Could not handle target node instruction (number {}).", index + 1));
return false;
}
// Compute end state
std::string& identifier = props->targetNode;
const SceneGraphNode* targetNode = sceneGraphNode(identifier);
if (!targetNode) {
LERROR(fmt::format("Failed handling instruction number {}. Could not find node '{}' to target", index + 1, identifier));
return false;
}
glm::dvec3 targetPos;
if (props->position.has_value()) {
// note that the anchor and reference frame is our targetnode.
// The position in instruction is given is relative coordinates.
targetPos = targetNode->worldPosition() + targetNode->worldRotationMatrix() * props->position.value();
}
else {
bool hasHeight = props->height.has_value();
// TODO: compute defualt height in a better way
double defaultHeight = 2 * targetNode->boundingSphere();
double height = hasHeight? props->height.value() : defaultHeight;
targetPos = computeTargetPositionAtNode(
targetNode,
prevState.position,
height
);
}
glm::dmat4 lookAtMat = glm::lookAt(
targetPos,
targetNode->worldPosition(),
camera()->lookUpVectorWorldSpace()
);
glm::dquat targetRot = glm::normalize(glm::inverse(glm::quat_cast(lookAtMat)));
endState = CameraState{ targetPos, targetRot, identifier };
return true;
}
bool AutoNavigationHandler::endFromNavigationStateInstruction(
CameraState& endState, const Instruction& instruction, int index)
{
NavigationStateInstructionProps* props =
dynamic_cast<NavigationStateInstructionProps*>(instruction.props.get());
if (!props) {
LERROR(fmt::format("Could not handle navigation state instruction (number {}).", index + 1));
return false;
}
interaction::NavigationHandler::NavigationState ns = props->navState;
// OBS! The following code is exactly the same as used in NavigationHandler::applyNavigationState. Should probably be made into a function.
const SceneGraphNode* referenceFrame = sceneGraphNode(ns.referenceFrame);
const SceneGraphNode* anchorNode = sceneGraphNode(ns.anchor); // The anchor is also the target
if (!anchorNode) {
LERROR(fmt::format("Failed handling instruction number {}. Could not find node '{}' to target", index + 1, ns.anchor));
return false;
}
const glm::dvec3 anchorWorldPosition = anchorNode->worldPosition();
const glm::dmat3 referenceFrameTransform = referenceFrame->worldRotationMatrix();
const glm::dvec3 targetPositionWorld = anchorWorldPosition +
glm::dvec3(referenceFrameTransform * glm::dvec4(ns.position, 1.0));
glm::dvec3 up = ns.up.has_value() ?
glm::normalize(referenceFrameTransform * ns.up.value()) :
glm::dvec3(0.0, 1.0, 0.0);
// Construct vectors of a "neutral" view, i.e. when the aim is centered in view.
glm::dvec3 neutralView =
glm::normalize(anchorWorldPosition - targetPositionWorld);
glm::dquat neutralCameraRotation = glm::inverse(glm::quat_cast(glm::lookAt(
glm::dvec3(0.0),
neutralView,
up
)));
glm::dquat pitchRotation = glm::angleAxis(ns.pitch, glm::dvec3(1.f, 0.f, 0.f));
glm::dquat yawRotation = glm::angleAxis(ns.yaw, glm::dvec3(0.f, -1.f, 0.f));
glm::quat targetRotation = neutralCameraRotation * yawRotation * pitchRotation;
endState = CameraState{ targetPositionWorld, targetRotation, ns.anchor };
return true;
}
glm::dvec3 AutoNavigationHandler::computeTargetPositionAtNode(
const SceneGraphNode* node, glm::dvec3 prevPos, double height)
{
// TODO: compute actual distance above surface and validate negative values
glm::dvec3 targetPos = node->worldPosition();
glm::dvec3 targetToPrevVector = prevPos - targetPos;
double radius = static_cast<double>(node->boundingSphere());
// move target position out from surface, along vector to camera
targetPos += glm::normalize(targetToPrevVector) * (radius + height);
return targetPos;
}
} // namespace openspace::autonavigation