Files
OpenSpace/src/interaction/interactionhandler.cpp

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34 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <openspace/interaction/interactionhandler.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/interaction/interactionhandler.h>
#include <openspace/query/query.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/time.h>
#include <openspace/util/keys.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/interpolator.h>
#include <glm/gtx/quaternion.hpp>
//#include <modules/globebrowsing/globes/renderableglobe.h>
#include <ghoul/glm.h>
#include <fstream>
namespace {
const std::string _loggerCat = "InteractionHandler";
const std::string KeyFocus = "Focus";
const std::string KeyPosition = "Position";
const std::string KeyRotation = "Rotation";
}
#include "interactionhandler_lua.inl"
namespace openspace {
namespace interaction {
#ifdef USE_OLD_INTERACTIONHANDLER
InteractionHandler::InteractionHandler()
: properties::PropertyOwner()
, _camera(nullptr)
, _focusNode(nullptr)
, _deltaTime(0.0)
//, _validKeyLua(false)
, _controllerSensitivity(1.f)
, _invertRoll(true)
, _invertRotation(false)
, _keyboardController(nullptr)
, _mouseController(nullptr)
, _origin("origin", "Origin", "")
, _coordinateSystem("coordinateSystem", "Coordinate System", "")
, _currentKeyframeTime(-1.0)
{
setName("Interaction");
_origin.onChange([this](){
SceneGraphNode* node = sceneGraphNode(_origin.value());
if (!node) {
LWARNING("Could not find a node in scenegraph called '" << _origin.value() <<"'");
return;
}
setFocusNode(node);
});
addProperty(_origin);
_coordinateSystem.onChange([this](){
OsEng.renderEngine().changeViewPoint(_coordinateSystem.value());
});
addProperty(_coordinateSystem);
}
InteractionHandler::~InteractionHandler() {
delete _keyboardController;
delete _mouseController;
for (size_t i = 0; i < _controllers.size(); ++i)
delete _controllers[i];
}
void InteractionHandler::setKeyboardController(KeyboardController* controller) {
assert(controller);
delete _keyboardController;
_keyboardController = controller;
_keyboardController->setHandler(this);
}
void InteractionHandler::setMouseController(MouseController* controller) {
assert(controller);
delete _mouseController;
_mouseController = controller;
_mouseController->setHandler(this);
}
void InteractionHandler::addController(Controller* controller) {
assert(controller);
_controllers.push_back(controller);
controller->setHandler(this);
}
void InteractionHandler::lockControls() {
_mutex.lock();
}
void InteractionHandler::unlockControls() {
_mutex.unlock();
}
void InteractionHandler::update(double deltaTime) {
_deltaTime = deltaTime;
_mouseController->update(deltaTime);
bool hasKeys = false;
psc pos;
glm::quat q;
_keyframeMutex.lock();
if (_keyframes.size() > 4){ //wait until enough samples are buffered
hasKeys = true;
openspace::network::datamessagestructures::PositionKeyframe p0, p1, p2, p3;
p0 = _keyframes[0];
p1 = _keyframes[1];
p2 = _keyframes[2];
p3 = _keyframes[3];
//interval check
if (_currentKeyframeTime < p1._timeStamp){
_currentKeyframeTime = p1._timeStamp;
}
double t0 = p1._timeStamp;
double t1 = p2._timeStamp;
double fact = (_currentKeyframeTime - t0) / (t1 - t0);
//glm::dvec4 v = positionInterpCR.interpolate(fact, _keyframes[0]._position.dvec4(), _keyframes[1]._position.dvec4(), _keyframes[2]._position.dvec4(), _keyframes[3]._position.dvec4());
glm::dvec4 v = ghoul::interpolateLinear(fact, p1._position.dvec4(), p2._position.dvec4());
pos = psc(v.x, v.y, v.z, v.w);
q = ghoul::interpolateLinear(fact, p1._viewRotationQuat, p2._viewRotationQuat);
//we're done with this sample interval
if (_currentKeyframeTime >= p2._timeStamp){
_keyframes.erase(_keyframes.begin());
_currentKeyframeTime = p1._timeStamp;
}
_currentKeyframeTime += deltaTime;
}
_keyframeMutex.unlock();
if (hasKeys) {
_camera->setPosition(pos);
_camera->setRotation(q);
}
}
void InteractionHandler::setFocusNode(SceneGraphNode* node) {
if (_focusNode == node){
return;
}
_focusNode = node;
//orient the camera to the new node
psc focusPos = node->worldPosition();
psc camToFocus = focusPos - _camera->position();
glm::vec3 viewDir = glm::normalize(camToFocus.vec3());
glm::vec3 cameraView = glm::normalize(_camera->viewDirectionWorldSpace());
//set new focus position
_camera->setFocusPosition(node->worldPosition());
float dot = glm::dot(viewDir, cameraView);
//static const float Epsilon = 0.001f;
if (dot < 1.f && dot > -1.f) {
//if (glm::length(viewDir - cameraView) < 0.001) {
//if (viewDir != cameraView) {
glm::vec3 rotAxis = glm::normalize(glm::cross(viewDir, cameraView));
float angle = glm::angle(viewDir, cameraView);
glm::quat q = glm::angleAxis(angle, rotAxis);
//rotate view to target new focus
_camera->rotate(q);
}
}
const SceneGraphNode* const InteractionHandler::focusNode() const {
return _focusNode;
}
void InteractionHandler::setCamera(Camera* camera) {
assert(camera);
_camera = camera;
}
const Camera* const InteractionHandler::camera() const {
return _camera;
}
//void InteractionHandler::keyboardCallback(int key, int action) {
// if (_keyboardController) {
// auto start = ghoul::HighResClock::now();
// _keyboardController->keyPressed(KeyAction(action), Key(key), KeyModifier::None);
// auto end = ghoul::HighResClock::now();
// LINFO("Keyboard timing: " << std::chrono::duration_cast<std::chrono::nanoseconds>(end - start).count() << "ns");
// }
//}
void InteractionHandler::mouseButtonCallback(MouseButton button, MouseAction action) {
if (_mouseController)
_mouseController->button(button, action);
}
void InteractionHandler::mousePositionCallback(double x, double y) {
if (_mouseController)
// TODO Remap screen coordinates to [0,1]
_mouseController->move(static_cast<float>(x), static_cast<float>(y));
}
void InteractionHandler::mouseScrollWheelCallback(double pos) {
if (_mouseController)
_mouseController->scrollWheel(static_cast<int>(pos));
}
void InteractionHandler::orbit(const float &dx, const float &dy, const float &dz, const float &dist){
lockControls();
glm::vec3 cameraUp = glm::normalize((glm::inverse(_camera->viewRotationMatrix()) * glm::vec4(_camera->lookUpVectorCameraSpace(), 0))).xyz();
glm::vec3 cameraRight = glm::cross(glm::vec3(_camera->viewDirectionWorldSpace()), cameraUp);
glm::mat4 transform;
transform = glm::rotate(glm::radians(dx * 100.f), cameraUp) * transform;
transform = glm::rotate(glm::radians(dy * 100.f), cameraRight) * transform;
transform = glm::rotate(glm::radians(dz * 100.f), glm::vec3(_camera->viewDirectionWorldSpace())) * transform;
//get "old" focus position
psc camPos = _camera->position();
psc focusPos = _camera->focusPosition();
float distToFocusNodeCenter = (focusPos - camPos).length().lengthf();
float focusNodeBounds = _focusNode ? _focusNode->boundingSphere().lengthf() : 0.f;
float speedFactor = distToFocusNodeCenter - 0.098*focusNodeBounds;
float rotationSpeed = glm::min(0.00001f * speedFactor, 100.0f);
float zoomSpeed = glm::min(0.0000001f * speedFactor, 1.0f);
float rollSpeed = 100.0f;
glm::mat4 transform;
transform = glm::rotate(glm::radians(dx * rotationSpeed), cameraUp) * transform;
transform = glm::rotate(glm::radians(dy * rotationSpeed), cameraRight) * transform;
transform = glm::rotate(glm::radians(dz * rollSpeed), _camera->viewDirection()) * transform;
//// get camera position
//psc relative = _camera->position();
// get camera position (UNSYNCHRONIZED)
psc relative = _camera->unsynchedPosition();
//get relative vector
psc relative_focus_coordinate = relative - focusPos;
//rotate relative vector
relative_focus_coordinate = glm::inverse(transform) * relative_focus_coordinate.vec4();
//get new new position of focus node
psc origin;
if (_focusNode) {
origin = _focusNode->worldPosition();
}
//new camera position
relative = origin + relative_focus_coordinate;
psc target = relative + relative_focus_coordinate * dist * zoomSpeed;
//don't fly into objects
if ((target - origin).length() < focusNodeBounds){
//target = relative;
}
unlockControls();
_camera->setFocusPosition(origin);
_camera->setPosition(target);
_camera->rotate(glm::quat_cast(transform));
}
//void InteractionHandler::distance(const float &d){
//
// lockControls();
//
// psc relative = _camera->position();
// const psc origin = (_focusNode) ? _focusNode->worldPosition() : psc();
// psc relative_origin_coordinate = relative - origin;
// // addition 100% of bounds (fix later to something node specific?)
// float bounds = 2.f * (_focusNode ? _focusNode->boundingSphere().lengthf() : 0.f);
//
// psc target = relative + relative_origin_coordinate * d;// *fmaxf(bounds, (1.f - d));
// //don't fly into objects
// if ((target - origin).length() < bounds){
// target = relative;
// }
// _camera->setPosition(target);
//
// unlockControls();
//}
void InteractionHandler::orbitDelta(const glm::quat& rotation)
{
lockControls();
// the camera position
psc relative = _camera->position();
// should be changed to something more dynamic =)
psc origin;
if (_focusNode) {
origin = _focusNode->worldPosition();
}
psc relative_origin_coordinate = relative - origin;
//glm::mat4 rotation_matrix = glm::mat4_cast(glm::inverse(rotation));
//relative_origin_coordinate = relative_origin_coordinate.vec4() * glm::inverse(rotation);
relative_origin_coordinate = glm::inverse(rotation) * relative_origin_coordinate.vec4();
relative = relative_origin_coordinate + origin;
glm::mat4 la = glm::lookAt(_camera->position().vec3(), origin.vec3(), glm::rotate(rotation, glm::vec3(_camera->lookUpVectorCameraSpace())));
unlockControls();
_camera->setPosition(relative);
//camera_->rotate(rotation);
//camera_->setRotation(glm::mat4_cast(rotation));
_camera->setRotation(glm::quat_cast(la));
//camera_->setLookUpVector();
}
//<<<<<<< HEAD
//void InteractionHandler::distance(const PowerScaledScalar &dist, size_t iterations) {
// if (iterations > 5)
// return;
// //assert(this_);
// lockControls();
//
// psc relative = _camera->position();
// const psc origin = (_node) ? _node->worldPosition() : psc();
//
// psc relative_origin_coordinate = relative - origin;
// const glm::vec3 dir(relative_origin_coordinate.direction());
// glm::vec3 newdir = dir * dist[0];
//=======
void InteractionHandler::rotateDelta(const glm::quat& rotation)
{
_camera->rotate(rotation);
}
void InteractionHandler::distanceDelta(const PowerScaledScalar& distance, size_t iterations)
{
if (iterations > 5)
return;
//assert(this_);
lockControls();
psc relative = _camera->position();
const psc origin = (_focusNode) ? _focusNode->worldPosition() : psc();
unlockControls();
psc relative_origin_coordinate = relative - origin;
const glm::vec3 dir(relative_origin_coordinate.direction());
glm::vec3 newdir = dir * distance[0];
relative_origin_coordinate = newdir;
relative_origin_coordinate[3] = distance[1];
relative = relative + relative_origin_coordinate;
relative_origin_coordinate = relative - origin;
if (relative_origin_coordinate.vec4().x == 0.f && relative_origin_coordinate.vec4().y == 0.f && relative_origin_coordinate.vec4().z == 0.f)
// TODO: this shouldn't be allowed to happen; a mechanism to prevent the camera to coincide with the origin is necessary (ab)
return;
newdir = relative_origin_coordinate.direction();
// update only if on the same side of the origin
if (glm::angle(newdir, dir) < 90.0f) {
_camera->setPosition(relative);
}
else {
PowerScaledScalar d2 = distance;
d2[0] *= 0.75f;
d2[1] *= 0.85f;
distanceDelta(d2, iterations + 1);
}
}
void InteractionHandler::lookAt(const glm::quat& rotation)
{
}
void InteractionHandler::keyboardCallback(Key key, KeyModifier modifier, KeyAction action) {
// TODO package in script
const float speed = _controllerSensitivity;
const float dt = static_cast<float>(_deltaTime);
if (action == KeyAction::Press || action == KeyAction::Repeat) {
if ((key == Key::Right) && (modifier == KeyModifier::NoModifier)) {
glm::vec3 euler(0.0, speed * dt*0.4, 0.0);
glm::quat rot = glm::quat(euler);
rotateDelta(rot);
}
if ((key == Key::Left) && (modifier == KeyModifier::NoModifier)) {
glm::vec3 euler(0.0, -speed * dt*0.4, 0.0);
glm::quat rot = glm::quat(euler);
rotateDelta(rot);
}
if ((key == Key::Down) && (modifier == KeyModifier::NoModifier)) {
glm::vec3 euler(speed * dt*0.4, 0.0, 0.0);
glm::quat rot = glm::quat(euler);
rotateDelta(rot);
}
if ((key == Key::Up) && (modifier == KeyModifier::NoModifier)) {
glm::vec3 euler(-speed * dt*0.4, 0.0, 0.0);
glm::quat rot = glm::quat(euler);
rotateDelta(rot);
}
if ((key == Key::KeypadSubtract) && (modifier == KeyModifier::NoModifier)) {
glm::vec2 s = OsEng.renderEngine().camera()->scaling();
s[1] -= 0.5f;
OsEng.renderEngine().camera()->setScaling(s);
}
if ((key == Key::KeypadAdd) && (modifier == KeyModifier::NoModifier)) {
glm::vec2 s = OsEng.renderEngine().camera()->scaling();
s[1] += 0.5f;
OsEng.renderEngine().camera()->setScaling(s);
}
// iterate over key bindings
//_validKeyLua = true;
auto ret = _keyLua.equal_range({ key, modifier });
for (auto it = ret.first; it != ret.second; ++it) {
//OsEng.scriptEngine()->runScript(it->second);
OsEng.scriptEngine().queueScript(it->second);
//if (!_validKeyLua) {
// break;
//}
}
}
}
void InteractionHandler::resetKeyBindings() {
_keyLua.clear();
//_validKeyLua = false;
}
void InteractionHandler::bindKey(Key key, KeyModifier modifier, std::string lua) {
_keyLua.insert({
{key, modifier},
lua
});
}
scripting::LuaLibrary InteractionHandler::luaLibrary() {
return {
"",
{
{
"clearKeys",
&luascriptfunctions::clearKeys,
"",
"Clear all key bindings"
},
{
"bindKey",
&luascriptfunctions::bindKey,
"string, string",
"Binds a key by name to a lua string command"
},
{
"dt",
&luascriptfunctions::dt,
"",
"Get current frame time"
},
{
"distance",
&luascriptfunctions::distance,
"number",
"Change distance to origin",
true
},
{
"setInteractionSensitivity",
&luascriptfunctions::setInteractionSensitivity,
"number",
"Sets the global interaction sensitivity"
},
{
"interactionSensitivity",
&luascriptfunctions::interactionSensitivity,
"",
"Gets the current global interaction sensitivity"
},
{
"setInvertRoll",
&luascriptfunctions::setInvertRoll,
"bool",
"Sets the setting if roll movements are inverted"
},
{
"invertRoll",
&luascriptfunctions::invertRoll,
"",
"Returns the status of roll movement inversion"
},
{
"setInvertRotation",
&luascriptfunctions::setInvertRotation,
"bool",
"Sets the setting if rotation movements are inverted"
},
{
"invertRotation",
&luascriptfunctions::invertRotation,
"",
"Returns the status of rotation movement inversion"
}
}
};
}
void InteractionHandler::setRotation(const glm::quat& rotation)
{
_camera->setRotation(rotation);
}
double InteractionHandler::deltaTime() const {
return _deltaTime;
}
void InteractionHandler::setInteractionSensitivity(float sensitivity) {
_controllerSensitivity = sensitivity;
}
float InteractionHandler::interactionSensitivity() const {
return _controllerSensitivity;
}
void InteractionHandler::setInvertRoll(bool invert) {
_invertRoll = invert;
}
bool InteractionHandler::invertRoll() const {
return _invertRoll;
}
void InteractionHandler::setInvertRotation(bool invert) {
_invertRotation = invert;
}
bool InteractionHandler::invertRotation() const {
return _invertRotation;
}
void InteractionHandler::addKeyframe(const network::datamessagestructures::PositionKeyframe &kf){
_keyframeMutex.lock();
//save a maximum of 10 samples (1 seconds of buffer)
if (_keyframes.size() >= 10){
_keyframes.erase(_keyframes.begin());
}
_keyframes.push_back(kf);
_keyframeMutex.unlock();
}
void InteractionHandler::clearKeyframes(){
_keyframeMutex.lock();
_keyframes.clear();
_keyframeMutex.unlock();
}
#else // USE_OLD_INTERACTIONHANDLER
// InteractionHandler
InteractionHandler::InteractionHandler()
: _origin("origin", "Origin", "")
, _coordinateSystem("coordinateSystem", "Coordinate System", "")
, _rotationalFriction("rotationalFriction", "Rotational Friction", true)
, _horizontalFriction("horizontalFriction", "Horizontal Friction", true)
, _verticalFriction("verticalFriction", "Vertical Friction", true)
, _sensitivity("sensitivity", "Sensitivity", 0.002, 0.0001, 0.02)
, _rapidness("rapidness", "Rapidness", 1, 0.1, 60)
{
setName("Interaction");
_origin.onChange([this]() {
SceneGraphNode* node = sceneGraphNode(_origin.value());
if (!node) {
LWARNING("Could not find a node in scenegraph called '" << _origin.value() << "'");
return;
}
setFocusNode(node);
resetCameraDirection();
});
_coordinateSystem.onChange([this]() {
OsEng.renderEngine().changeViewPoint(_coordinateSystem.value());
});
// Create the interactionModes
_inputState = std::make_unique<InputState>();
// Inject the same mouse states to both orbital and global interaction mode
_mouseStates = std::make_unique<OrbitalInteractionMode::MouseStates>(0.002, 1);
_interactionModes.insert(
std::pair<std::string, std::shared_ptr<InteractionMode>>(
"Orbital",
std::make_shared<OrbitalInteractionMode>(_mouseStates)
));
_interactionModes.insert(
std::pair<std::string, std::shared_ptr<InteractionMode>>(
"GlobeBrowsing",
std::make_shared<GlobeBrowsingInteractionMode>(_mouseStates)
));
// Set the interactionMode
_currentInteractionMode = _interactionModes["Orbital"];
// Define lambda functions for changed properties
_rotationalFriction.onChange([&]() {
_mouseStates->setRotationalFriction(_rotationalFriction);
});
_horizontalFriction.onChange([&]() {
_mouseStates->setHorizontalFriction(_horizontalFriction);
});
_verticalFriction.onChange([&]() {
_mouseStates->setVerticalFriction(_verticalFriction);
});
_sensitivity.onChange([&]() {
_mouseStates->setSensitivity(_sensitivity);
});
_rapidness.onChange([&]() {
_mouseStates->setVelocityScaleFactor(_rapidness);
});
// Add the properties
addProperty(_origin);
addProperty(_coordinateSystem);
addProperty(_rotationalFriction);
addProperty(_horizontalFriction);
addProperty(_verticalFriction);
addProperty(_sensitivity);
addProperty(_rapidness);
}
InteractionHandler::~InteractionHandler() {
}
void InteractionHandler::setFocusNode(SceneGraphNode* node) {
_currentInteractionMode->setFocusNode(node);
}
void InteractionHandler::setCamera(Camera* camera) {
_camera = camera;
}
void InteractionHandler::resetCameraDirection() {
LINFO("Setting camera direction to point at focus node.");
_currentInteractionMode->rotateToFocusNodeInterpolator().start();
}
void InteractionHandler::setInteractionMode(std::shared_ptr<InteractionMode> interactionMode) {
// Focus node is passed over from the previous interaction mode
SceneGraphNode* focusNode = _currentInteractionMode->focusNode();
// Set the interaction mode
_currentInteractionMode = interactionMode;
// Update the focusnode for the new interaction mode
_currentInteractionMode->setFocusNode(focusNode);
}
void InteractionHandler::setInteractionMode(const std::string& interactionModeKey) {
if (_interactionModes.find(interactionModeKey) != _interactionModes.end()) {
setInteractionMode(_interactionModes[interactionModeKey]);
LINFO("Interaction mode set to '" << interactionModeKey << "'");
}
else {
std::string listInteractionModes("");
for (auto pair : _interactionModes) {
listInteractionModes += "'" + pair.first + "', ";
}
LWARNING("'" << interactionModeKey <<
"' is not a valid interaction mode. Candidates are " << listInteractionModes);
}
}
void InteractionHandler::lockControls() {
}
void InteractionHandler::unlockControls() {
}
void InteractionHandler::updateInputStates(double timeSinceLastUpdate) {
ghoul_assert(_inputState != nullptr, "InputState cannot be null!");
ghoul_assert(_camera != nullptr, "Camera cannot be null!");
_currentInteractionMode->updateMouseStatesFromInput(*_inputState, timeSinceLastUpdate);
}
void InteractionHandler::updateCamera() {
ghoul_assert(_inputState != nullptr, "InputState cannot be null!");
ghoul_assert(_camera != nullptr, "Camera cannot be null!");
if (_cameraUpdatedFromScript) {
_cameraUpdatedFromScript = false;
}
else {
if (_camera && focusNode()) {
_currentInteractionMode->updateCameraStateFromMouseStates(*_camera);
_camera->setFocusPositionVec3(focusNode()->worldPosition());
}
}
}
SceneGraphNode* const InteractionHandler::focusNode() const {
return _currentInteractionMode->focusNode();
}
Camera* const InteractionHandler::camera() const {
return _camera;
}
const InputState& InteractionHandler::inputState() const {
return *_inputState;
}
void InteractionHandler::mouseButtonCallback(MouseButton button, MouseAction action) {
_inputState->mouseButtonCallback(button, action);
}
void InteractionHandler::mousePositionCallback(double x, double y) {
_inputState->mousePositionCallback(x, y);
}
void InteractionHandler::mouseScrollWheelCallback(double pos) {
_inputState->mouseScrollWheelCallback(pos);
}
void InteractionHandler::keyboardCallback(Key key, KeyModifier modifier, KeyAction action) {
_inputState->keyboardCallback(key, modifier, action);
if (action == KeyAction::Press || action == KeyAction::Repeat) {
// iterate over key bindings
auto ret = _keyLua.equal_range({ key, modifier });
for (auto it = ret.first; it != ret.second; ++it) {
//OsEng.scriptEngine()->runScript(it->second);
OsEng.scriptEngine().queueScript(it->second);
}
}
}
void InteractionHandler::setCameraStateFromDictionary(const ghoul::Dictionary& cameraDict) {
bool readSuccessful = true;
std::string focus;
glm::dvec3 cameraPosition;
glm::dvec4 cameraRotation; // Need to read the quaternion as a vector first.
readSuccessful &= cameraDict.getValue(KeyFocus, focus);
readSuccessful &= cameraDict.getValue(KeyPosition, cameraPosition);
readSuccessful &= cameraDict.getValue(KeyRotation, cameraRotation);
if (!readSuccessful) {
throw ghoul::RuntimeError(
"Position, Rotation and Focus need to be defined for camera dictionary.");
}
SceneGraphNode* node = sceneGraphNode(focus);
if (!node) {
throw ghoul::RuntimeError(
"Could not find a node in scenegraph called '" + focus + "'");
}
// Set state
setFocusNode(node);
_camera->setPositionVec3(cameraPosition);
_camera->setRotation(glm::dquat(
cameraRotation.x, cameraRotation.y, cameraRotation.z, cameraRotation.w));
}
ghoul::Dictionary InteractionHandler::getCameraStateDictionary() {
glm::dvec3 cameraPosition;
glm::dquat quat;
glm::dvec4 cameraRotation;
cameraPosition = _camera->positionVec3();
quat = _camera->rotationQuaternion();
cameraRotation = glm::dvec4(quat.w, quat.x, quat.y, quat.z);
ghoul::Dictionary cameraDict;
cameraDict.setValue(KeyPosition, cameraPosition);
cameraDict.setValue(KeyRotation, cameraRotation);
cameraDict.setValue(KeyFocus, focusNode()->name());
return cameraDict;
}
void InteractionHandler::saveCameraStateToFile(const std::string& filepath) {
if (!filepath.empty()) {
auto fullpath = absPath(filepath);
LINFO("Saving camera position: " << filepath);
ghoul::Dictionary cameraDict = getCameraStateDictionary();
// TODO : Should get the camera state as a dictionary and save the dictionary to
// a file in form of a lua state and not use ofstreams here.
std::ofstream ofs(fullpath.c_str());
glm::dvec3 p = _camera->positionVec3();
glm::dquat q = _camera->rotationQuaternion();
ofs << "return {" << std::endl;
ofs << " " << KeyFocus << " = " << "\"" << focusNode()->name() << "\"" << "," << std::endl;
ofs << " " << KeyPosition << " = {"
<< std::to_string(p.x) << ", "
<< std::to_string(p.y) << ", "
<< std::to_string(p.z) << "}," << std::endl;
ofs << " " << KeyRotation << " = {"
<< std::to_string(q.w) << ", "
<< std::to_string(q.x) << ", "
<< std::to_string(q.y) << ", "
<< std::to_string(q.z) << "}," << std::endl;
ofs << "}"<< std::endl;
ofs.close();
}
}
void InteractionHandler::restoreCameraStateFromFile(const std::string& filepath) {
LINFO("Reading camera state from file: " << filepath);
if (!FileSys.fileExists(filepath))
throw ghoul::FileNotFoundError(filepath, "CameraFilePath");
ghoul::Dictionary cameraDict;
try {
ghoul::lua::loadDictionaryFromFile(filepath, cameraDict);
setCameraStateFromDictionary(cameraDict);
_cameraUpdatedFromScript = true;
}
catch (ghoul::RuntimeError& e) {
LWARNING("Unable to set camera position");
LWARNING(e.message);
}
}
void InteractionHandler::resetKeyBindings() {
_keyLua.clear();
}
void InteractionHandler::bindKey(Key key, KeyModifier modifier, std::string lua) {
_keyLua.insert({
{ key, modifier },
lua
});
}
void InteractionHandler::writeKeyboardDocumentation(const std::string& type, const std::string& file)
{
if (type == "text") {
std::ofstream f;
f.exceptions(~std::ofstream::goodbit);
f.open(absPath(file));
for (const auto& p : _keyLua) {
f << std::to_string(p.first) << ": " <<
p.second << std::endl;
}
}
else if (type == "html") {
std::ofstream f;
f.exceptions(~std::ofstream::goodbit);
f.open(absPath(file));
#ifdef JSON
std::stringstream json;
json << "[";
for (const auto& p : _keyLua) {
json << "{";
json << "\"key\": \"" << std::to_string(p.first) << "\",";
json << "\"script\": \"" << p.second << "\",";
json << "},";
}
json << "]";
std::string jsonText = json.str();
#else
std::stringstream html;
html << "<html>\n"
<< "\t<head>\n"
<< "\t\t<title>Key Bindings</title>\n"
<< "\t</head>\n"
<< "<body>\n"
<< "<table cellpadding=3 cellspacing=0 border=1>\n"
<< "\t<caption>Key Bindings</caption>\n\n"
<< "\t<thead>\n"
<< "\t\t<tr>\n"
<< "\t\t\t<td>Key</td>\n"
<< "\t\t\t<td>Binding</td>\n"
<< "\t\t</tr>\n"
<< "\t</thead>\n"
<< "\t<tbody>\n";
for (const auto& p : _keyLua) {
html << "\t\t<tr>\n"
<< "\t\t\t<td>" << std::to_string(p.first) << "</td>\n"
<< "\t\t\t<td>" << p.second << "</td>\n"
<< "\t\t</tr>\n";
}
html << "\t</tbody>\n"
<< "</table>\n"
<< "</html>";
f << html.str();
#endif
}
else {
throw ghoul::RuntimeError(
"Unsupported keyboard documentation type '" + type + "'",
"InteractionHandler"
);
}
}
scripting::LuaLibrary InteractionHandler::luaLibrary() {
return{
"",
{
{
"clearKeys",
&luascriptfunctions::clearKeys,
"",
"Clear all key bindings"
},
{
"bindKey",
&luascriptfunctions::bindKey,
"string, string",
"Binds a key by name to a lua string command"
},
{
"setInteractionMode",
&luascriptfunctions::setInteractionMode,
"string",
"Set the interaction mode for the camera"
},
{
"saveCameraStateToFile",
&luascriptfunctions::saveCameraStateToFile,
"string",
"Save the current camera state to file"
},
{
"restoreCameraStateFromFile",
&luascriptfunctions::restoreCameraStateFromFile,
"string",
"Restore the camera state from file"
},
{
"resetCameraDirection",
&luascriptfunctions::resetCameraDirection,
"void",
"Reset the camera direction to point at the focus node"
},
}
};
}
void InteractionHandler::addKeyframe(const network::datamessagestructures::PositionKeyframe &kf) {
_inputState->addKeyframe(kf);
}
void InteractionHandler::clearKeyframes() {
_inputState->clearKeyframes();
}
//void InteractionHandler::serialize(SyncBuffer* syncBuffer) {
// for (auto var : _interactionModes)
// {
// var.second->serialize(syncBuffer);
// }
//}
//
//void InteractionHandler::deserialize(SyncBuffer* syncBuffer) {
// for (auto var : _interactionModes)
// {
// var.second->deserialize(syncBuffer);
// }
//}
#endif // USE_OLD_INTERACTIONHANDLER
} // namespace interaction
} // namespace openspace