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* Removal of dead code and compiler warnings
* Added basic internal touch
This commit only adds the description-shell of the touch implementation
* Added callbacks and first WIP of internal touch
Makes use of the TouchInput/TouchInputs class in the TouchModule.
Internally we cache the TouchInputs as an input deque and utilizes it
for motion-vectors.
This commit has bugs and issues, which will be worked upon.
* Happy new year!
Bumped year on branch-local files
* Improvements to internal touch
Almost reached feature-parity with tuio-handled touch events
- Added most of the touch-logic to touchinteraction
- Added helper functions to new TouchInput/TouchInputs classes
* Naming changes to touch interface
* Translate TUIO to TouchInput
This commit translates TUIO messages to an internal TouchInput structure
while still trying to keep feature parity.
Removed TUIO-dependencies from many files.
Changed behavior on tuioear to lock-swap its content.
* Minor cleanup and fixes
- Should fix touch roll
- Simplified some functions
* Build fix
* Use internal touch in webgui
- Added consume-logic to touch callbacks
- Constrained touch-input to either webgui or 3D application as mouse is
- This fixes some flaws with previous implementation,
such as ghost inputs
- Initialize touchmodule through init-functions rather than constructor
* Cleanup of comments
* Simplified touch classes
Added timestamp through constructor meaning no more sprinkled timestamps
Renamed TouchInputs to TouchInputHolder for clarity
Added helper functions to the Holder to see if it holds an input
Remade addInput as tryAddInput which return true on successful insertion
+ other cleanup
* Code style cleanup and tweaks
Removed avoidable zero-comparison for code clarity
Cleanup of code style
* Added comments to DirectInputSolver
Clarifying the use of the DirectInputSolver.
* Changes for coding style
Change SGCT version to make it checkout-able
* Clarify magic bitmask
* const -> constexpr const for magic bitmasks
Co-authored-by: Alexander Bock <mail@alexanderbock.eu>
78 lines
3.4 KiB
C++
78 lines
3.4 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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#ifndef __OPENSPACE_MODULE_TOUCH___DIRECTINPUT_SOLVER___H__
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#define __OPENSPACE_MODULE_TOUCH___DIRECTINPUT_SOLVER___H__
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#include <openspace/util/touch.h>
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#include <modules/touch/ext/levmarq.h>
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#include <vector>
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namespace openspace {
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class Camera;
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class SceneGraphNode;
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/**
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* The DirectInputSolver is used to minimize the L2 error of touch input
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* to 3D camera position. It uses the levmarq algorithm in order to do this.
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* */
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class DirectInputSolver {
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public:
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// Stores the selected node, the cursor ID as well as the surface coordinates the
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// cursor touched
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struct SelectedBody {
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size_t id;
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SceneGraphNode* node;
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glm::dvec3 coordinates;
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};
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DirectInputSolver();
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/**
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* Returns true if the error could be minimized within certain bounds.
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* If the error is found to be outside the bounds after a certain amount of
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* iterations, this function fails.
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* */
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bool solve(const std::vector<TouchInputHolder>& list,
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const std::vector<SelectedBody>& selectedBodies,
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std::vector<double>* calculatedValues, const Camera& camera);
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int nDof() const;
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const LMstat& levMarqStat();
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void setLevMarqVerbosity(bool verbose);
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private:
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int _nDof = 0;
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LMstat _lmstat;
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};
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} // openspace namespace
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#endif // __OPENSPACE_MODULE_TOUCH___DIRECTINPUT_SOLVER___H__
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