Files
OpenSpace/src/navigation/navigationhandler.cpp
Emma Broman 4e45f6634d Add helper function and timer to trigger idle behavior (#1898)
* Format property infos in orbital navigator more consistently

* Add helper function to trigger an idle behavior (issue #1833)

* Add timer to start idle behavior when camera is idle (issue #1730)
2022-03-15 10:06:24 +01:00

753 lines
30 KiB
C++

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#include <openspace/navigation/navigationhandler.h>
#include <openspace/camera/camera.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/events/event.h>
#include <openspace/events/eventengine.h>
#include <openspace/interaction/actionmanager.h>
#include <openspace/navigation/navigationstate.h>
#include <openspace/network/parallelpeer.h>
#include <openspace/scene/profile.h>
#include <openspace/scene/scene.h>
#include <openspace/scene/scenegraphnode.h>
#include <openspace/scripting/lualibrary.h>
#include <openspace/scripting/scriptengine.h>
#include <openspace/query/query.h>
#include <ghoul/filesystem/file.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/dictionaryluaformatter.h>
#include <ghoul/misc/profiling.h>
#include <glm/gtx/vector_angle.hpp>
#include <filesystem>
#include <fstream>
namespace {
// Helper structs for the visitor pattern of the std::variant
template <class... Ts> struct overloaded : Ts... { using Ts::operator()...; };
template <class... Ts> overloaded(Ts...)->overloaded<Ts...>;
constexpr const char* _loggerCat = "NavigationHandler";
using namespace openspace;
constexpr const properties::Property::PropertyInfo KeyDisableMouseInputInfo = {
"DisableMouseInputs",
"Disable all mouse inputs",
"Disables all mouse inputs and prevents them from affecting the camera"
};
constexpr const properties::Property::PropertyInfo KeyDisableJoystickInputInfo = {
"DisableJoystickInputs",
"Disable all joystick inputs",
"Disables all joystick inputs and prevents them from affecting the camera"
};
constexpr const properties::Property::PropertyInfo KeyFrameInfo = {
"UseKeyFrameInteraction",
"Use keyframe interaction",
"If this is set to 'true' the entire interaction is based off key frames rather "
"than using the mouse interaction."
};
} // namespace
#include "navigationhandler_lua.inl"
namespace openspace::interaction {
NavigationHandler::NavigationHandler()
: properties::PropertyOwner({ "NavigationHandler" })
, _disableMouseInputs(KeyDisableMouseInputInfo, false)
, _disableJoystickInputs(KeyDisableJoystickInputInfo, false)
, _useKeyFrameInteraction(KeyFrameInfo, false)
{
addPropertySubOwner(_orbitalNavigator);
addPropertySubOwner(_pathNavigator);
addProperty(_disableMouseInputs);
addProperty(_disableJoystickInputs);
addProperty(_useKeyFrameInteraction);
}
NavigationHandler::~NavigationHandler() {} // NOLINT
void NavigationHandler::initialize() {
ZoneScoped
global::parallelPeer->connectionEvent().subscribe(
"NavigationHandler",
"statusChanged",
[this]() {
_useKeyFrameInteraction = (global::parallelPeer->status() ==
ParallelConnection::Status::ClientWithHost);
}
);
}
void NavigationHandler::deinitialize() {
ZoneScoped
global::parallelPeer->connectionEvent().unsubscribe("NavigationHandler");
}
void NavigationHandler::setFocusNode(SceneGraphNode* node) {
ghoul_assert(node, "Focus node must not be nullptr");
_orbitalNavigator.setFocusNode(node);
_camera->setPositionVec3(anchorNode()->worldPosition());
}
void NavigationHandler::setCamera(Camera* camera) {
_camera = camera;
_orbitalNavigator.setCamera(camera);
}
void NavigationHandler::setNavigationStateNextFrame(NavigationState state) {
_pendingNavigationState = std::move(state);
}
OrbitalNavigator& NavigationHandler::orbitalNavigator() {
return _orbitalNavigator;
}
const OrbitalNavigator& NavigationHandler::orbitalNavigator() const {
return _orbitalNavigator;
}
KeyframeNavigator& NavigationHandler::keyframeNavigator() {
return _keyframeNavigator;
}
PathNavigator& NavigationHandler::pathNavigator() {
return _pathNavigator;
}
bool NavigationHandler::isKeyFrameInteractionEnabled() const {
return _useKeyFrameInteraction;
}
float NavigationHandler::interpolationTime() const {
return _orbitalNavigator.retargetInterpolationTime();
}
void NavigationHandler::setInterpolationTime(float durationInSeconds) {
_orbitalNavigator.setRetargetInterpolationTime(durationInSeconds);
}
void NavigationHandler::updateCamera(double deltaTime) {
ghoul_assert(_camera != nullptr, "Camera must not be nullptr");
// If there is a navigation state to set, do so immediately and then return
if (_pendingNavigationState.has_value()) {
applyNavigationState(*_pendingNavigationState);
return;
}
OpenSpaceEngine::Mode mode = global::openSpaceEngine->currentMode();
bool playbackMode = (mode == OpenSpaceEngine::Mode::SessionRecordingPlayback);
// If we're in session recording payback mode, the session recording is responsible
// for navigation. So don't do anything more here
if (playbackMode || !_camera) {
return;
}
// Handle navigation, based on what navigator is active
if (_useKeyFrameInteraction) {
_keyframeNavigator.updateCamera(*_camera, playbackMode);
}
else if (mode == OpenSpaceEngine::Mode::CameraPath) {
_pathNavigator.updateCamera(deltaTime);
updateCameraTransitions();
}
else { // orbital navigator
if (_disableJoystickInputs) {
clearGlobalJoystickStates();
}
_orbitalNavigator.updateStatesFromInput(
_mouseInputState,
_keyboardInputState,
deltaTime
);
_orbitalNavigator.updateCameraStateFromStates(deltaTime);
updateCameraTransitions();
}
_orbitalNavigator.updateCameraScalingFromAnchor(deltaTime);
}
void NavigationHandler::applyNavigationState(const NavigationState& ns) {
_orbitalNavigator.setAnchorNode(ns.anchor);
_orbitalNavigator.setAimNode(ns.aim);
_camera->setPose(ns.cameraPose());
resetNavigationUpdateVariables();
_pendingNavigationState.reset();
}
void NavigationHandler::updateCameraTransitions() {
// This function is concerned with managing transitions of the camera between
// different distances of interest relative to the focus node. For each transition two
// scenarios are handled; SceneGraphNodes can have attached actions for each
// transition, which are automatically triggered. Additionally, an
// EventCameraTransition event is fired that contains information about the focus node
// and the transition state that caused the vent to fire.
// Diagram of events for a camera moving from right-to-left.
// Interaction sphere is 'O' in middle, and ')' are spherical boundaries. The approach
// factor, reach factor, and interaction sphere radius are all taken from the current
// focus node.
//
// |<------------------->| Approach factor * Interaction sphere
// |<------>| Reach Factor * Interaction sphere
//
// ( ( O ) )
// ^ ^ ^ ^
// OnExit OnMoveAway OnReach OnApproach
const glm::dvec3 anchorPos = anchorNode()->worldPosition();
const glm::dvec3 cameraPos = _camera->positionVec3();
const double currDistance = glm::distance(anchorPos, cameraPos);
const double d = anchorNode()->interactionSphere();
const double af = anchorNode()->approachFactor();
const double rf = anchorNode()->reachFactor();
using namespace std::string_literals;
if (_inAnchorApproachSphere) {
if (currDistance > d * (af + InteractionHystersis)) {
// We left the approach sphere outwards
_inAnchorApproachSphere = false;
if (!anchorNode()->onExitAction().empty()) {
ghoul::Dictionary dict;
dict.setValue("Node", anchorNode()->identifier());
dict.setValue("Transition", "Exiting"s);
for (const std::string& action : anchorNode()->onExitAction()) {
global::actionManager->triggerAction(action, dict);
}
}
global::eventEngine->publishEvent<events::EventCameraFocusTransition>(
_camera,
anchorNode(),
events::EventCameraFocusTransition::Transition::Exiting
);
}
else if (currDistance < d * (rf - InteractionHystersis)) {
// We transitioned from the approach sphere into the reach sphere
_inAnchorApproachSphere = false;
_inAnchorReachSphere = true;
if (!anchorNode()->onReachAction().empty()) {
ghoul::Dictionary dict;
dict.setValue("Node", anchorNode()->identifier());
dict.setValue("Transition", "Reaching"s);
for (const std::string& action : anchorNode()->onReachAction()) {
global::actionManager->triggerAction(action, dict);
}
}
global::eventEngine->publishEvent<events::EventCameraFocusTransition>(
_camera,
anchorNode(),
events::EventCameraFocusTransition::Transition::Reaching
);
}
}
else if (_inAnchorReachSphere && currDistance > d * (rf + InteractionHystersis)) {
// We transitioned from the reach sphere to the approach sphere
_inAnchorReachSphere = false;
_inAnchorApproachSphere = true;
if (!anchorNode()->onRecedeAction().empty()) {
ghoul::Dictionary dict;
dict.setValue("Node", anchorNode()->identifier());
dict.setValue("Transition", "Receding"s);
for (const std::string& action : anchorNode()->onRecedeAction()) {
global::actionManager->triggerAction(action, dict);
}
}
global::eventEngine->publishEvent<events::EventCameraFocusTransition>(
_camera,
anchorNode(),
events::EventCameraFocusTransition::Transition::Receding
);
}
else if (!_inAnchorApproachSphere && !_inAnchorReachSphere &&
currDistance < d * (af - InteractionHystersis))
{
// We moved into the approach sphere
_inAnchorApproachSphere = true;
if (!anchorNode()->onApproachAction().empty()) {
ghoul::Dictionary dict;
dict.setValue("Node", anchorNode()->identifier());
dict.setValue("Transition", "Approaching"s);
for (const std::string& action : anchorNode()->onApproachAction()) {
global::actionManager->triggerAction(action, dict);
}
}
global::eventEngine->publishEvent<events::EventCameraFocusTransition>(
_camera,
anchorNode(),
events::EventCameraFocusTransition::Transition::Approaching
);
}
}
void NavigationHandler::resetNavigationUpdateVariables() {
_orbitalNavigator.resetVelocities();
_orbitalNavigator.updatePreviousStateVariables();
}
const SceneGraphNode* NavigationHandler::anchorNode() const {
return _orbitalNavigator.anchorNode();
}
Camera* NavigationHandler::camera() const {
return _camera;
}
const MouseInputState& NavigationHandler::mouseInputState() const {
return _mouseInputState;
}
const KeyboardInputState& NavigationHandler::keyboardInputState() const {
return _keyboardInputState;
}
void NavigationHandler::mouseButtonCallback(MouseButton button, MouseAction action) {
if (!_disableMouseInputs) {
_mouseInputState.mouseButtonCallback(button, action);
}
}
void NavigationHandler::mousePositionCallback(double x, double y) {
if (!_disableMouseInputs) {
_mouseInputState.mousePositionCallback(x, y);
}
}
void NavigationHandler::mouseScrollWheelCallback(double pos) {
if (!_disableMouseInputs) {
_mouseInputState.mouseScrollWheelCallback(pos);
}
}
void NavigationHandler::keyboardCallback(Key key, KeyModifier modifier, KeyAction action)
{
// There is no need to disable the keyboard callback based on a property as the vast
// majority of input is coming through Lua scripts anyway which are not blocked here
_keyboardInputState.keyboardCallback(key, modifier, action);
}
NavigationState NavigationHandler::navigationState() const {
const SceneGraphNode* referenceFrame = _orbitalNavigator.followingAnchorRotation() ?
_orbitalNavigator.anchorNode() :
sceneGraph()->root();
ghoul_assert(
referenceFrame,
"The root will always exist and the anchor node ought to be reset when removed"
);
return navigationState(*referenceFrame);
}
NavigationState NavigationHandler::navigationState(
const SceneGraphNode& referenceFrame) const
{
const SceneGraphNode* anchor = _orbitalNavigator.anchorNode();
if (!anchor) {
LERROR("No anchor node could be found");
return NavigationState();
}
const glm::dquat invNeutralRotation = glm::quat_cast(glm::lookAt(
glm::dvec3(0.0),
anchor->worldPosition() - _camera->positionVec3(),
glm::normalize(_camera->lookUpVectorWorldSpace())
));
glm::dquat localRotation = invNeutralRotation * _camera->rotationQuaternion();
glm::dvec3 eulerAngles = glm::eulerAngles(localRotation);
const double pitch = eulerAngles.x;
const double yaw = -eulerAngles.y;
// Need to compensate by redisual roll left in local rotation:
const glm::dquat unroll = glm::angleAxis(eulerAngles.z, glm::dvec3(0.0, 0.0, 1.0));
const glm::dvec3 neutralUp =
glm::inverse(invNeutralRotation) * unroll * _camera->lookUpVectorCameraSpace();
const glm::dmat3 invReferenceFrameTransform =
glm::inverse(referenceFrame.modelTransform());
const glm::dvec3 position = invReferenceFrameTransform *
(glm::dvec4(_camera->positionVec3() - anchor->worldPosition(), 1.0));
return NavigationState(
_orbitalNavigator.anchorNode()->identifier(),
_orbitalNavigator.aimNode() ? _orbitalNavigator.aimNode()->identifier() : "",
referenceFrame.identifier(),
position,
invReferenceFrameTransform * neutralUp, yaw, pitch
);
}
void NavigationHandler::saveNavigationState(const std::string& filepath,
const std::string& referenceFrameIdentifier)
{
NavigationState state;
if (!referenceFrameIdentifier.empty()) {
const SceneGraphNode* referenceFrame = sceneGraphNode(referenceFrameIdentifier);
if (!referenceFrame) {
LERROR(fmt::format(
"Could not find node '{}' to use as reference frame",
referenceFrameIdentifier
));
return;
}
state = navigationState(*referenceFrame);
}
else {
state = navigationState();
}
if (!filepath.empty()) {
std::filesystem::path absolutePath = absPath(filepath);
LINFO(fmt::format("Saving camera position: {}", absolutePath));
std::ofstream ofs(absolutePath);
ofs << "return " << ghoul::formatLua(state.dictionary());
ofs.close();
}
}
void NavigationHandler::loadNavigationState(const std::string& filepath) {
const std::filesystem::path absolutePath = absPath(filepath);
LINFO(fmt::format("Reading camera state from file: {}", absolutePath));
if (!std::filesystem::is_regular_file(absolutePath)) {
throw ghoul::FileNotFoundError(absolutePath.string(), "NavigationState");
}
ghoul::Dictionary navigationStateDictionary;
try {
ghoul::lua::loadDictionaryFromFile(
absolutePath.string(),
navigationStateDictionary
);
openspace::documentation::testSpecificationAndThrow(
NavigationState::Documentation(),
navigationStateDictionary,
"NavigationState"
);
setNavigationStateNextFrame(NavigationState(navigationStateDictionary));
}
catch (ghoul::RuntimeError& e) {
LERROR(fmt::format("Unable to set camera position: {}", e.message));
}
}
void NavigationHandler::setJoystickAxisMapping(std::string joystickName, int axis,
JoystickCameraStates::AxisType mapping,
JoystickCameraStates::AxisInvert shouldInvert,
JoystickCameraStates::JoystickType joystickType,
bool isSticky,
double sensitivity)
{
_orbitalNavigator.joystickStates().setAxisMapping(
std::move(joystickName),
axis,
mapping,
shouldInvert,
joystickType,
isSticky,
sensitivity
);
}
void NavigationHandler::setJoystickAxisMappingProperty(std::string joystickName,
int axis,
std::string propertyUri,
float min, float max,
JoystickCameraStates::AxisInvert shouldInvert,
bool isRemote)
{
_orbitalNavigator.joystickStates().setAxisMappingProperty(
std::move(joystickName),
axis,
std::move(propertyUri),
min,
max,
shouldInvert,
isRemote
);
}
void NavigationHandler::setWebsocketAxisMapping(int axis,
WebsocketCameraStates::AxisType mapping,
WebsocketCameraStates::AxisInvert shouldInvert,
WebsocketCameraStates::AxisNormalize shouldNormalize)
{
_orbitalNavigator.websocketStates().setAxisMapping(
axis,
mapping,
shouldInvert,
shouldNormalize
);
}
JoystickCameraStates::AxisInformation
NavigationHandler::joystickAxisMapping(const std::string& joystickName, int axis) const
{
return _orbitalNavigator.joystickStates().axisMapping(joystickName, axis);
}
void NavigationHandler::setJoystickAxisDeadzone(const std::string& joystickName, int axis,
float deadzone)
{
_orbitalNavigator.joystickStates().setDeadzone(joystickName, axis, deadzone);
}
float NavigationHandler::joystickAxisDeadzone(const std::string& joystickName,
int axis) const
{
return _orbitalNavigator.joystickStates().deadzone(joystickName, axis);
}
void NavigationHandler::bindJoystickButtonCommand(const std::string& joystickName,
int button, std::string command,
JoystickAction action,
JoystickCameraStates::ButtonCommandRemote remote,
std::string documentation)
{
_orbitalNavigator.joystickStates().bindButtonCommand(
joystickName,
button,
std::move(command),
action,
remote,
std::move(documentation)
);
}
void NavigationHandler::clearJoystickButtonCommand(const std::string& joystickName,
int button)
{
_orbitalNavigator.joystickStates().clearButtonCommand(joystickName, button);
}
std::vector<std::string> NavigationHandler::joystickButtonCommand(
const std::string& joystickName, int button) const
{
return _orbitalNavigator.joystickStates().buttonCommand(joystickName, button);
}
void NavigationHandler::clearGlobalJoystickStates() {
std::fill(
global::joystickInputStates->begin(),
global::joystickInputStates->end(),
JoystickInputState()
);
}
scripting::LuaLibrary NavigationHandler::luaLibrary() {
return {
"navigation",
{
{
"getNavigationState",
&luascriptfunctions::getNavigationState,
"[string]",
"Return the current navigation state as a lua table. The optional "
"argument is the scene graph node to use as reference frame. By default, "
"the reference frame will picked based on whether the orbital navigator "
"is currently following the anchor node rotation. If it is, the anchor "
"will be chosen as reference frame. If not, the reference frame will be "
"set to the scene graph root."
},
{
"setNavigationState",
&luascriptfunctions::setNavigationState,
"table",
"Set the navigation state. The argument must be a valid Navigation State."
},
{
"saveNavigationState",
&luascriptfunctions::saveNavigationState,
"string, [string]",
"Save the current navigation state to a file with the path given by the "
"first argument. The optoinal second argument is the scene graph node to "
"use as reference frame. By default, the reference frame will picked "
"based on whether the orbital navigator is currently following the "
"anchor node rotation. If it is, the anchor will be chosen as reference "
"frame. If not, the reference frame will be set to the scene graph root."
},
{
"loadNavigationState",
&luascriptfunctions::loadNavigationState,
"string",
"Load a navigation state from file. The file should be a lua file "
"returning the navigation state as a table formatted as a "
"Navigation State, such as the output files of saveNavigationState."
},
{
"retargetAnchor",
&luascriptfunctions::retargetAnchor,
"void",
"Reset the camera direction to point at the anchor node"
},
{
"retargetAim",
&luascriptfunctions::retargetAim,
"void",
"Reset the camera direction to point at the aim node"
},
{
"bindJoystickAxis",
&luascriptfunctions::bindJoystickAxis,
"name, axis, axisType [, isInverted, joystickType, isSticky, sensitivity]",
"Finds the input joystick with the given 'name' and binds the axis "
"identified by the second argument to be used as the type identified by "
"the third argument. If 'isInverted' is 'true', the axis value is "
"inverted. 'joystickType' is if the joystick behaves more like a "
"joystick or a trigger, where the first is the default. If 'isSticky' is "
"'true', the value is calculated relative to the previous value. If "
"'sensitivity' is given then that value will affect the sensitivity of "
"the axis together with the global sensitivity."
},
{
"bindJoystickAxisProperty",
&luascriptfunctions::bindJoystickAxisProperty,
"name, axis, propertyUri [, min, max, isInverted, isSticky, sensitivity, "
"isRemote]",
"Finds the input joystick with the given 'name' and binds the axis "
"identified by the second argument to be bound to the property "
"identified by the third argument. 'min' and 'max' is the minimum and "
"the maximum allowed value for the given property and the axis value is "
"rescaled from [-1, 1] to [min, max], default is [0, 1]. If 'isInverted' "
"is 'true', the axis value is inverted. The last argument determines "
"whether the property change is going to be executed locally or "
"remotely, where the latter is the default."
},
{
"joystickAxis",
&luascriptfunctions::joystickAxis,
"name, axis",
"Finds the input joystick with the given 'name' and returns the joystick "
"axis information for the passed axis. The information that is returned "
"is the current axis binding as a string, whether the values are "
"inverted as bool, the joystick type as a string, whether the axis is "
"sticky as bool, the sensitivity as number, the property uri bound to "
"the axis as string (empty is type is not Property), the min and max "
"values for the property as numbers and whether the property change will "
"be executed remotly as bool."
},
{
"setAxisDeadZone",
&luascriptfunctions::setJoystickAxisDeadzone,
"name, axis, float",
"Finds the input joystick with the given 'name' and sets the deadzone "
"for a particular joystick axis, which means that any input less than "
"this value is completely ignored."
},
{
"bindJoystickButton",
&luascriptfunctions::bindJoystickButton,
"name, button, string [, string, string, bool]",
"Finds the input joystick with the given 'name' and binds a Lua script "
"given by the third argument to be executed when the joystick button "
"identified by the second argument is triggered. The fifth argument "
"determines when the script should be executed, this defaults to "
"'Press', which means that the script is run when the user presses the "
"button. The fourth arguemnt is the documentation of the script in the "
"third argument. The sixth argument determines whether the command is "
"going to be executable locally or remotely, where the latter is the "
"default."
},
{
"clearJoystickButton",
&luascriptfunctions::clearJoystickButton,
"name, button",
"Finds the input joystick with the given 'name' and removes all commands "
"that are currently bound to the button identified by the second argument."
},
{
"joystickButton",
&luascriptfunctions::joystickButton,
"name, button",
"Finds the input joystick with the given 'name' and returns the script "
"that is currently bound to be executed when the provided button is "
"pressed."
},
{
"addGlobalRotation",
&luascriptfunctions::addGlobalRotation,
"double, double",
"Directly adds to the global rotation of the camera"
},
{
"addLocalRotation",
&luascriptfunctions::addLocalRotation,
"double, double",
"Directly adds to the local rotation of the camera"
},
{
"addTruckMovement",
&luascriptfunctions::addTruckMovement,
"double, double",
"Directly adds to the truck movement of the camera"
},
{
"addLocalRoll",
&luascriptfunctions::addLocalRoll,
"double, double",
"Directly adds to the local roll of the camera"
},
{
"addGlobalRoll",
&luascriptfunctions::addGlobalRoll,
"double, double",
"Directly adds to the global roll of the camera"
},
{
"triggerIdleBehavior",
&luascriptfunctions::triggerIdleBehavior,
"[string]",
"Immediately start applying the chosen IdleBehavior. If none is "
"specified, use the one set to default in the OrbitalNavigator."
}
}
};
}
} // namespace openspace::interaction