mirror of
https://github.com/OpenSpace/OpenSpace.git
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2e4f31ded8
* Interaction speed is not dependent on framerate * Split up interaction code in files and perform smooth interpolation when changing focus * Abstract interaction code in to functions. * Interpolation time is dependent on angle to focus node. * Use correct delta time when interpolating * Fix bug regarding decomposition of camera rotation. * Make orbital interaction mode behave as globe browsing and no longer use interactiondepth below ellipsoid. * Do not always rotate with object. Depending on distance * Remove interaction depth below ellipsoid. Now able to interact without renderable * Remove specification of interactionDepthBelowEllipsoid and cameraMinHeight * Remove GlobeBrowsingInteractionMode * Rename OrbitalInteractionMode to OrbitalNavigator and no longer extend interactionmode. * Move properties from interaction handler to orbital navigator * Use smooth step for follow rotation interpolator * Rename KeyframeInteractionMode to KeyframeNavigator * Rename files * Clean up. * Separate mousestate from orbitalnavigator * Clean up * Split keybindingmanager from interactionhandler interactionhandler * Rename interactionhandler to navigationhandler * Rename files * Clean up * Take back usage of gotochunk and gotogeo * Rename lua library navigation * Move functionality from navigationhandler to keyframenavigator * Update scripts for navigation * Comment code * Clean up * Solve but that caused NaN values for camera position when being in center of globe and setting focus to the globe. * Update jenkins file to remove build folder before building. * Fix error in jenkins script * Update jenkins file * Update jenkins file * Revert jenkins file * I hope this makes Jenkins happy. * Line endings God damnit * Line endings * Clean up * Fix compilation issue * Take back default scene. * Fix indentation * Move functions goToGeo and goToChunk to GlobeBrowsingModule. * Include algorithm for std::find * Remove auto and other clean up
198 lines
9.3 KiB
C++
198 lines
9.3 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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_CORE___ORBITALNAVIGATOR___H__
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#define __OPENSPACE_CORE___ORBITALNAVIGATOR___H__
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#include <openspace/interaction/delayedvariable.h>
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#include <openspace/interaction/inputstate.h>
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#include <openspace/interaction/interpolator.h>
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#include <openspace/interaction/mousestate.h>
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#include <openspace/properties/propertyowner.h>
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#include <openspace/properties/scalar/boolproperty.h>
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#include <openspace/properties/scalar/floatproperty.h>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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namespace openspace {
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class SceneGraphNode;
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class Camera;
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class SurfacePositionHandle;
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namespace interaction {
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class OrbitalNavigator : public properties::PropertyOwner {
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public:
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OrbitalNavigator();
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~OrbitalNavigator();
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void updateMouseStatesFromInput(const InputState& inputState, double deltaTime);
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void updateCameraStateFromMouseStates(Camera& camera, double deltaTime);
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void setFocusNode(SceneGraphNode* focusNode);
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void startInterpolateCameraDirection(const Camera& camera);
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bool followingNodeRotation() const;
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SceneGraphNode* focusNode() const;
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private:
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struct CameraRotationDecomposition {
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glm::dquat localRotation;
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glm::dquat globalRotation;
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};
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// Properties
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properties::BoolProperty _rotationalFriction;
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properties::BoolProperty _horizontalFriction;
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properties::BoolProperty _verticalFriction;
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properties::FloatProperty _followFocusNodeRotationDistance;
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properties::FloatProperty _minimumAllowedDistance;
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properties::FloatProperty _sensitivity;
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properties::FloatProperty _motionLag;
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MouseStates _mouseStates;
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SceneGraphNode* _focusNode = nullptr;
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glm::dvec3 _previousFocusNodePosition;
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glm::dquat _previousFocusNodeRotation;
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Interpolator<double> _rotateToFocusNodeInterpolator;
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Interpolator<double> _followRotationInterpolator;
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/**
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* Decomposes the cameras rotation in to a global and a local rotation defined by
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* CameraRotationDecomposition. The global rotation defines the rotation so that the
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* camera points towards the focus node in the direction opposite to the direction
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* out from the surface of the object. The local rotation defines the differential
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* from the global to the current total rotation so that
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* <code>cameraRotation = globalRotation * localRotation</code>.
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*/
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CameraRotationDecomposition decomposeCameraRotation(
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const glm::dvec3& cameraPosition,
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const glm::dquat& cameraRotation,
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const glm::dvec3& cameraLookUp,
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const glm::dvec3& cameraViewDirection);
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/*
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* Perform a camera roll on the local camera rotation
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* \returns a local camera rotation modified with a roll.
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*/
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glm::dquat roll(double deltaTime, const glm::dquat& localCameraRotation) const;
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/**
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* Performs rotation around the cameras x and y axes.
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* \returns a local camera rotation modified with two degrees of freedom.
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*/
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glm::dquat rotateLocally(double deltaTime,
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const glm::dquat& localCameraRotation) const;
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/**
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* Interpolates the local rotation towards a 0 rotation.
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* \returns a modified local rotation interpolated towards 0.
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*/
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glm::dquat interpolateLocalRotation(double deltaTime,
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const glm::dquat& localCameraRotation);
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/**
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* Translates the horizontal direction. If far from the focus object, this will
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* result in an orbital rotation around the object. This function does not affect the
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* rotation but only the position.
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* \returns a position vector adjusted in the horizontal direction.
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*/
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glm::dvec3 translateHorizontally(double deltaTime, const glm::dvec3& cameraPosition,
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const glm::dvec3& objectPosition,
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const glm::dquat& focusNodeRotationDiff,
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const glm::dquat& globalCameraRotation,
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const SurfacePositionHandle& positionHandle) const;
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/*
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* Adds rotation to the camera position so that it follows the rotation of the focus
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* node defined by the differential focusNodeRotationDiff.
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* \returns a position updated with the rotation defined by focusNodeRotationDiff
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*/
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glm::dvec3 followFocusNodeRotation(const glm::dvec3& cameraPosition,
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const glm::dvec3& objectPosition,
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const glm::dquat& focusNodeRotationDiff) const;
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/**
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* Updates the global rotation so that it points towards the focus node.
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* \returns a global rotation quaternion defining a rotation towards the focus node.
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*/
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glm::dquat rotateGlobally(const glm::dquat& globalCameraRotation,
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const glm::dvec3& objectPosition,
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const glm::dquat& focusNodeRotationDiff,
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const glm::dvec3& cameraPosition,
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const SurfacePositionHandle& positionHandle) const;
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/**
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* Translates the camera position towards or away from the focus node.
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* \returns a position vector adjusted in the vertical direction.
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*/
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glm::dvec3 translateVertically(double deltaTime, const glm::dvec3& cameraPosition,
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const glm::dvec3& objectPosition,
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const SurfacePositionHandle& positionHandle) const;
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/**
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* Rotates the camera around the out vector of the surface.
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* \returns a quaternion adjusted to rotate around the out vector of the surface.
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*/
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glm::dquat rotateHorizontally(double deltaTime,
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const glm::dquat& globalCameraRotation,
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const glm::dvec3& cameraPosition,
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const SurfacePositionHandle& positionHandle) const;
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/**
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* Push the camera out to the surface of the object.
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* \returns a position vector adjusted to be at least minHeightAboveGround meters
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* above the actual surface of the object
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*/
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glm::dvec3 pushToSurface(double minHeightAboveGround,
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const glm::dvec3& cameraPosition,
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const glm::dvec3& objectPosition,
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const SurfacePositionHandle& positionHandle) const;
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/**
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* Interpolates between rotationDiff and a 0 rotation.
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*/
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glm::dquat interpolateRotationDifferential(
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double deltaTime, double interpolationTime,
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const glm::dquat& rotationDiff,
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const glm::dvec3& objectPosition,
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const glm::dvec3& cameraPosition,
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const SurfacePositionHandle& positionHandle);
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/**
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* Calculates a SurfacePositionHandle given a camera position in world space.
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*/
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SurfacePositionHandle calculateSurfacePositionHandle(
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const glm::dvec3 cameraPositionWorldSpace);
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};
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} // namespace interaction
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} // namespace openspace
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#endif // __OPENSPACE_CORE___ORBITALNAVIGATOR___H__
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