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OpenSpace/modules/touch/src/TouchInteraction.cpp

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/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2017 *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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#include <modules/touch/include/TouchInteraction.h>
#include <modules/onscreengui/onscreenguimodule.h>
#include <openspace/interaction/interactionmode.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/query/query.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scenegraphnode.h>
#include <openspace/scene/scene.h>
#include <openspace/util/time.h>
#include <openspace/util/keys.h>
#include <ghoul/misc/invariants.h>
#include <ghoul/logging/logmanager.h>
#include <glm/gtx/quaternion.hpp>
#ifdef OPENSPACE_MODULE_GLOBEBROWSING_ENABLED
#include <modules/globebrowsing/globes/renderableglobe.h>
#include <modules/globebrowsing/globes/chunkedlodglobe.h>
#include <modules/globebrowsing/geometry/geodetic2.h>
#endif
#include <cmath>
#include <functional>
#include <fstream>
#include <glm/ext.hpp>
namespace {
const std::string _loggerCat = "TouchInteraction";
}
using namespace TUIO;
namespace openspace {
TouchInteraction::TouchInteraction()
: properties::PropertyOwner("TouchInteraction"),
_origin("origin", "Origin", ""),
_unitTest("Click to take a unit test", "Take a unit test saving the LM data into file", false),
_onlyPan("Toggle Panning Mode", "Toggle pan interaction on direct-manipulation three finger case (FOR FEEDBACK)", true), // temp
_touchActive("TouchEvents", "True if we have a touch event", false, properties::Property::Visibility::Hidden),
_reset("Default Values", "Reset all properties to default", false),
_maxTapTime("Max Tap Time", "Max tap delay (in ms) for double tap", 300, 10, 1000),
_deceleratesPerSecond("Decelerates per second", "Deceleration rate of velocity, times per second", 240, 60, 300),
_touchScreenSize("TouchScreenSize", "Touch Screen size in inches", 55.0f, 5.5f, 150.0f),
_tapZoomFactor("Tap zoom factor","Scaling distance travelled on tap", 0.1, 0.0, 0.5),
_nodeRadiusThreshold("Activate direct-manipulation", "Radius a planet has to have to activate direct-manipulation", 0.2f, 0.0f, 1.0f),
_rollAngleThreshold("Interpret roll", "Threshold for min angle for roll interpret", 0.019f, 0.0f, 0.05f),
_orbitSpeedThreshold("Activate orbit spinning", "Threshold to activate orbit spinning in direct-manipulation", 0.005f, 0.0f, 0.01f),
_panSpeedThreshold("Activate pan spinning", "Threshold to activate pan spinning in direct-manipulation", 0.0005f, 0.0, 0.01),
_spinSensitivity("Sensitivity of Spinning", "Sensitivity of spinning in direct-manipulation", 1.0f, 0, 2),
_inputStillThreshold("Input still", "Threshold for interpreting input as still", 0.0005f, 0, 0.001),
_interpretPan("Pan delta distance", "Delta distance between fingers allowed for interpreting pan interaction", 0.015f, 0, 0.1),
_slerpTime("Time to slerp", "Time to slerp in seconds to new orientation with new node picking", 1, 0, 5),
_guiButton("GUI Button", "GUI button size in pixels.", glm::ivec2(32, 64), glm::ivec2(8, 16), glm::ivec2(128, 256)),
_friction("Friction", "Friction for different interactions (orbit, zoom, roll, pan)", glm::vec4(0.01, 0.02, 0.02, 0.02), glm::vec4(0.0), glm::vec4(0.2)),
_vel{ glm::dvec2(0.0), 0.0, 0.0, glm::dvec2(0.0) },
_sensitivity{glm::dvec2(0.0808181818181818, 0.0454545454545455), 4.0, 2.75, glm::dvec2(0.0808181818181818, 0.0454545454545455) },
_centroid{ glm::dvec3(0.0) },
_projectionScaleFactor{ 1.000004 }, // calculated with two vectors with known diff in length, then projDiffLength/diffLength.
_currentRadius{ 1.0 }, _slerpdT{ 1000 }, _numOfTests{ 0 }, _numOfTries{ 0 }, _timeSlack{ 0.0 },
_directTouchMode{ false }, _tap{ false }, _doubleTap{ false }, _lmSuccess{ true }, _guiON{ false }
{
addProperty(_touchActive); // how do i hide this?
addProperty(_unitTest);
addProperty(_onlyPan); // temp
addProperty(_reset);
addProperty(_maxTapTime);
addProperty(_deceleratesPerSecond);
addProperty(_touchScreenSize);
addProperty(_tapZoomFactor);
addProperty(_nodeRadiusThreshold);
addProperty(_rollAngleThreshold);
addProperty(_orbitSpeedThreshold);
addProperty(_panSpeedThreshold);
addProperty(_spinSensitivity);
addProperty(_inputStillThreshold);
addProperty(_interpretPan);
addProperty(_slerpTime);
addProperty(_guiButton);
addProperty(_friction);
_origin.onChange([this]() {
SceneGraphNode* node = sceneGraphNode(_origin.value());
if (!node) {
LWARNING("Could not find a node in scenegraph called '" << _origin.value() << "'");
return;
}
setFocusNode(node);
});
levmarq_init(&_lmstat);
OnScreenGUIModule::touchInput = { false, glm::vec2(0), 0 };
_time.initSession();
}
// Called each frame if there is any input
void TouchInteraction::updateStateFromInput(const std::vector<TuioCursor>& list, std::vector<Point>& lastProcessed) {
//ghoul_precondition(!list.empty(), "List must not be empty");
if (_tap) { // check for doubletap
if (_time.getSessionTime().getTotalMilliseconds() < _maxTapTime) {
_doubleTap = true;
_tap = false;
}
_time.initSession();
}
if (!guiMode(list)) {
if (_directTouchMode && _selected.size() > 0 && list.size() == _selected.size()) {
directControl(list);
}
if (_lmSuccess) {
findSelectedNode(list);
}
if (!_directTouchMode) {
computeVelocities(list, lastProcessed);
}
// evaluates if current frame is in directTouchMode (will if so be used next frame)
if (_currentRadius > _nodeRadiusThreshold && _selected.size() == list.size()) { // needs better definition?
_directTouchMode = true;
}
else {
_directTouchMode = false;
}
}
}
bool TouchInteraction::guiMode(const std::vector<TuioCursor>& list) {
WindowWrapper& wrapper = OsEng.windowWrapper();
glm::ivec2 res = wrapper.currentWindowSize();
glm::dvec2 pos = glm::vec2(list.at(0).getScreenX(res.x), list.at(0).getScreenY(res.y)); // mouse pixel position
_guiON = OnScreenGUIModule::gui.isEnabled();
if (_tap && list.size() == 1 && std::abs(pos.x) < _guiButton.value().x && std::abs(pos.y) < _guiButton.value().y) { // pressed invisible button
_guiON = !_guiON;
OnScreenGUIModule::gui.setEnabled(_guiON);
std::string mode = (_guiON) ? "" : "de";
LINFO("GUI mode is " << mode << "activated. Inside box by: (" <<
static_cast<int>(100 * (pos.x / _guiButton.value().x)) << "%, " << static_cast<int>(100 * (pos.y / _guiButton.value().y)) << "%)\n");
}
else if (_guiON) {
OnScreenGUIModule::touchInput = { _guiON, pos, 1 };
}
return _guiON; // return if consumed
}
// Sets _vel to update _camera according to direct-manipulation (L2 error)
void TouchInteraction::directControl(const std::vector<TuioCursor>& list) {
// Reset old velocities upon new interaction
_vel.orbit = glm::dvec2(0.0, 0.0);
_vel.zoom = 0.0;
_vel.roll = 0.0;
_vel.pan = glm::dvec2(0.0, 0.0);
// Returns the screen point s(xi,par) dependant the transform M(par) and object point xi
auto distToMinimize = [](double* par, int x, void* fdata, LMstat* lmstat) {
FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
// Apply transform to camera and find the new screen point of the updated camera state
double q[6] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; // { vec2 globalRot, zoom, roll, vec2 localRot }
for (int i = 0; i < ptr->nDOF; ++i) {
q[i] = par[i];
}
using namespace glm;
// Create variables from current state
dvec3 camPos = ptr->camera->positionVec3();
dvec3 centerPos = ptr->node->worldPosition();
dvec3 directionToCenter = normalize(centerPos - camPos);
dvec3 centerToCamera = camPos - centerPos;
dvec3 lookUp = ptr->camera->lookUpVectorWorldSpace();
dvec3 camDirection = ptr->camera->viewDirectionWorldSpace();
// Make a representation of the rotation quaternion with local and global rotations
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
normalize(camDirection + lookUp)); // To avoid problem with lookup in up direction
dquat globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
dquat localCamRot = inverse(globalCamRot) * ptr->camera->rotationQuaternion();
{ // Roll
dquat camRollRot = angleAxis(q[3], dvec3(0.0, 0.0, 1.0));
localCamRot = localCamRot * camRollRot;
}
{ // Panning (local rotation)
dvec3 eulerAngles(q[5], q[4], 0);
dquat rotationDiff = dquat(eulerAngles);
localCamRot = localCamRot * rotationDiff;
}
{ // Orbit (global rotation)
dvec3 eulerAngles(q[1], q[0], 0);
dquat rotationDiffCamSpace = dquat(eulerAngles);
dquat rotationDiffWorldSpace = globalCamRot * rotationDiffCamSpace * inverse(globalCamRot);
dvec3 rotationDiffVec3 = centerToCamera * rotationDiffWorldSpace - centerToCamera;
camPos += rotationDiffVec3;
dvec3 centerToCamera = camPos - centerPos;
directionToCenter = normalize(-centerToCamera);
dvec3 lookUpWhenFacingCenter = globalCamRot * dvec3(ptr->camera->lookUpVectorCameraSpace());
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
lookUpWhenFacingCenter);
globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
}
{ // Zooming
camPos += directionToCenter * q[2];
}
// Update the camera state
Camera cam = *(ptr->camera);
cam.setPositionVec3(camPos);
cam.setRotation(globalCamRot * localCamRot);
// we now have a new position and orientation of camera, project surfacePoint to the new screen to get distance to minimize
glm::dvec2 newScreenPoint = ptr->castToNDC(ptr->selectedPoints.at(x), cam, ptr->node, ptr->aspectRatio);
lmstat->pos.push_back(newScreenPoint);
return glm::length(ptr->screenPoints.at(x) - newScreenPoint);
};
// Gradient of distToMinimize w.r.t par (using forward difference)
auto gradient = [](double* g, double* par, int x, void* fdata, LMstat* lmstat) {
FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
double h, hZoom, lastG, f1, f0 = ptr->distToMinimize(par, x, fdata, lmstat);
double scale = log10(ptr->node->boundingSphere()); // scale value to find minimum step size h, dependant on planet size
std::vector<double> dPar(ptr->nDOF, 0.0);
for (int i = 0; i < ptr->nDOF; ++i) {
/*h = (i == 2) ? hZoom : hAngle; // the 'zoom'-DOF is so big a smaller step creates NAN
par[i] += h;
f1 = ptr->distToMinimize(par, x, fdata, lmstat);
par[i] -= h;*/
dPar.assign(par, par + ptr->nDOF);
h = 1e-8;
lastG = 1;
dPar.at(i) += h;
f1 = ptr->distToMinimize(dPar.data(), x, fdata, lmstat);
for (int j = 0; j < 100; ++j) { // iterative process to find the minimum step h that gives a good gradient
dPar.assign(par, par + ptr->nDOF);
if ((f1 - f0) != 0 && lastG == 0) { // found minimum step size h
// scale up to get a good initial guess value
h *= scale * scale * scale;
// find optimal h
if (i == 2) {
h = std::max(std::min(std::abs(dPar.at(i)) / 1e8, 1.0), h); // choose zoom step size dependant on incoming zoom parameter
}
else if (ptr->nDOF == 2) {
h = std::max(std::abs(dPar.at(i)) * 0.001, h); // make sure the angle step size isnt smaller than a fraction of the incoming parameter for 1 finger
}
// calculate f1 with good h for finite difference
dPar.at(i) += h;
f1 = ptr->distToMinimize(dPar.data(), x, fdata, lmstat);
break;
}
else if ((f1 - f0) != 0 && lastG != 0) { // h too big
h /= scale;
}
else if ((f1 - f0) == 0) { // h too small
h *= scale;
}
lastG = f1 - f0;
dPar.at(i) += h;
f1 = ptr->distToMinimize(dPar.data(), x, fdata, lmstat);
}
g[i] = (f1 - f0) / h;
}
if (ptr->nDOF == 2) { // normalize on 1 finger case to allow for horizontal/vertical movement
for (int i = 0; i < 2; ++i) {
g[i] = g[i]/std::abs(g[i]);
}
}
else if (ptr->nDOF == 6) {
for (int i = 0; i < ptr->nDOF; ++i) { // lock to only pan and zoom on 3 finger case
if (ptr->onlyPan) { // temp for feedback
g[i] = (i == 2) ? g[i] : g[i] / std::abs(g[i]); // no zoom, weird roll sometimes, otherwise only pan
}
else {
// do nothing - fits fingers well, but is difficult to control
}
}
}
};
SceneGraphNode* node = _selected.at(0).node;
auto castToNDC = [](glm::dvec3 vec, Camera& camera, SceneGraphNode* node, double aspectRatio) {
glm::dvec3 backToScreenSpace = glm::inverse(camera.rotationQuaternion())
* glm::normalize(((node->rotationMatrix() * vec) + (node->worldPosition() - camera.positionVec3()) ));
backToScreenSpace *= (-3.2596558 / backToScreenSpace.z);
backToScreenSpace.x /= aspectRatio;
return glm::dvec2(backToScreenSpace);
};
const int nFingers = list.size();
int nDOF = std::min(nFingers * 2, 6);
std::vector<double> par(nDOF, 0.0); // use _lastVel
par.at(0) = _lastVel.orbit.x;
par.at(1) = _lastVel.orbit.y;
if (nDOF > 2) {
par.at(2) = _lastVel.zoom;
par.at(3) = _lastVel.roll;
if (nDOF > 4) {
par.at(4) = _lastVel.pan.x;
par.at(5) = _lastVel.pan.y;
}
}
std::vector<glm::dvec3> selectedPoints;
std::vector<glm::dvec2> screenPoints;
for (const SelectedBody& sb : _selected) {
selectedPoints.push_back(sb.coordinates);
std::vector<TuioCursor>::const_iterator c = find_if(list.begin(), list.end(), [&sb](const TuioCursor& c) { return c.getSessionID() == sb.id; });
screenPoints.push_back(glm::dvec2(2 * (c->getX() - 0.5), -2 * (c->getY() - 0.5))); // normalized -1 to 1 coordinates on screen
}
//glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
FunctionData fData = { selectedPoints, screenPoints, nDOF, castToNDC, distToMinimize, _camera, node, 1.88, _lmstat, _onlyPan, _currentRadius };
void* dataPtr = reinterpret_cast<void*>(&fData);
_lmSuccess = levmarq(nDOF, par.data(), nFingers, NULL, distToMinimize, gradient, dataPtr, &_lmstat); // finds best transform values and stores them in par
// debug
/*double hAngle = (1e-2 / node->boundingSphere()) / std::min(_currentRadius, 1000.0), hZoom = log(node->boundingSphere()) / std::min(_currentRadius, 300.0);
double h;
for (int i = 0; i < nDOF; ++i) {
h = (i == 2) ? hZoom : hAngle;
std::cout << "par(" << i << "): " << par[i] << ", " << "h(" << i << "): " << h << "\n";
}
std::cout << "Radius: " << _currentRadius << "\n";*/
//std::cout << "Levmarq success after " << _lmstat.final_it << " iterations\n";
if (_lmSuccess && !_unitTest) { // if good values were found set new camera state
_numOfTries = 0;
_vel.orbit = glm::dvec2(par.at(0), par.at(1));
if (nDOF > 2) {
_vel.zoom = par.at(2);
_vel.roll = par.at(3);
if (nDOF > 4) {
if (_onlyPan) {
_vel.roll = 0.0;
}
_vel.pan = glm::dvec2(par.at(4), par.at(5));
}
}
step(1.0);
_lastVel = _vel;
_vel.orbit = glm::dvec2(0.0, 0.0);
_vel.zoom = 0.0;
_vel.roll = 0.0;
_vel.pan = glm::dvec2(0.0, 0.0);
}
else {
_numOfTries++;
if (_numOfTries > 2) {
resetAfterInput();
}
}
}
// Traces the touch input into the scene and finds the surface coordinates of touched planets (if occuring)
void TouchInteraction::findSelectedNode(const std::vector<TuioCursor>& list) {
//trim list to only contain visible nodes that make sense
std::string selectables[30] = { "Sun", "Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto",
"Moon", "Titan", "Rhea", "Mimas", "Iapetus", "Enceladus", "Dione", "Io", "Ganymede", "Europa",
"Callisto", "NewHorizons", "Styx", "Nix", "Kerberos", "Hydra", "Charon", "Tethys", "OsirisRex", "Bennu" };
std::vector<SceneGraphNode*> selectableNodes;
for (SceneGraphNode* node : OsEng.renderEngine().scene()->allSceneGraphNodes())
for (std::string name : selectables)
if (node->name() == name)
selectableNodes.push_back(node);
//glm::dvec2 res = OsEng.windowWrapper().currentWindowResolution();
// @COMMENT ^_^
double aspectRatio = 1.88; //res.x/res.y;
glm::dquat camToWorldSpace = _camera->rotationQuaternion();
glm::dvec3 camPos = _camera->positionVec3();
std::vector<SelectedBody> newSelected;
for (const TuioCursor& c : list) {
double xCo = 2 * (c.getX() - 0.5) * aspectRatio;
double yCo = -2 * (c.getY() - 0.5); // normalized -1 to 1 coordinates on screen
glm::dvec3 cursorInWorldSpace = camToWorldSpace * glm::dvec3(xCo, yCo, -3.2596558);
glm::dvec3 raytrace = glm::normalize(cursorInWorldSpace);
int id = c.getSessionID();
for (SceneGraphNode* node : selectableNodes) {
double boundingSphere = node->boundingSphere();
glm::dvec3 camToSelectable = node->worldPosition() - camPos;
double dist = length(glm::cross(cursorInWorldSpace, camToSelectable)) / glm::length(cursorInWorldSpace) - boundingSphere;
if (dist <= 0.0) {
// finds intersection closest point between boundingsphere and line in world coordinates, assumes line direction is normalized
double d = glm::dot(raytrace, camToSelectable);
double root = boundingSphere * boundingSphere - glm::dot(camToSelectable, camToSelectable) + d * d;
if (root > 0) // two intersection points (take the closest one)
d -= sqrt(root);
glm::dvec3 intersectionPoint = camPos + d * raytrace;
glm::dvec3 pointInModelView = glm::inverse(node->rotationMatrix()) * (intersectionPoint - node->worldPosition());
// Add id, node and surface coordinates to the selected list
std::vector<SelectedBody>::iterator oldNode = find_if(newSelected.begin(), newSelected.end(), [id](SelectedBody s) { return s.id == id; });
if (oldNode != newSelected.end()) {
double oldNodeDist = glm::length(oldNode->node->worldPosition() - camPos);
if (glm::length(camToSelectable) < oldNodeDist) { // new node is closer, remove added node and add the new one instead
newSelected.pop_back();
newSelected.push_back({ id, node, pointInModelView });
}
}
else {
newSelected.push_back({ id, node, pointInModelView });
}
}
}
}
_selected = newSelected;
//debugging
for (auto it : newSelected) {
//std::cout << it.node->name() << " hit with cursor " << it.id << ". Surface Coordinates: " << glm::to_string(it.coordinates) <<
//", Node at:" << glm::to_string(it.node->worldPosition()) << ", Camera at: " << glm::to_string(_camera->positionVec3()) << "\n";
}
}
// Interprets the input gesture to a specific interaction
int TouchInteraction::interpretInteraction(const std::vector<TuioCursor>& list, const std::vector<Point>& lastProcessed) {
//ghoul_precondition(!list.empty(), "List must not be empty");
_centroid.x = std::accumulate(list.begin(), list.end(), 0.0f, [](double x, const TuioCursor& c) { return x + c.getX(); }) / list.size();
_centroid.y = std::accumulate(list.begin(), list.end(), 0.0f, [](double y, const TuioCursor& c) { return y + c.getY(); }) / list.size();
// see if the distance between fingers changed
double dist = 0;
double lastDist = 0;
TuioCursor cursor = list.at(0);
for (const TuioCursor& c : list) {
dist += glm::length(glm::dvec2(c.getX(), c.getY()) - glm::dvec2(cursor.getX(), cursor.getY()));
cursor = c;
}
TuioPoint point = lastProcessed.at(0).second;
for (const Point& p : lastProcessed) {
lastDist += glm::length(glm::dvec2(p.second.getX(), p.second.getY()) - glm::dvec2(point.getX(), point.getY()));
point = p.second;
}
// find the slowest moving finger
double minDiff = 1000;
int id = 0;
for (const TuioCursor& c : list) {
TuioPoint point = find_if(lastProcessed.begin(), lastProcessed.end(), [&c](const Point& p) { return p.first == c.getSessionID(); })->second;
double diff = c.getX() - point.getX() + c.getY() - point.getY();
if (!c.isMoving()) {
diff = minDiff = 0.0;
id = c.getSessionID();
}
else if (std::abs(diff) < std::abs(minDiff)) {
minDiff = diff;
id = c.getSessionID();
}
}
// find if all fingers angles are high
double rollOn = std::accumulate(list.begin(), list.end(), 0.0, [&](double diff, const TuioCursor& c) {
TuioPoint point = find_if(lastProcessed.begin(), lastProcessed.end(), [&c](const Point& p) { return p.first == c.getSessionID(); })->second;
double res = 0.0;
double lastAngle = point.getAngle(_centroid.x, _centroid.y);
double currentAngle = c.getAngle(_centroid.x, _centroid.y);
if (lastAngle > currentAngle + 1.5 * M_PI)
res = currentAngle + (2 * M_PI - lastAngle);
else if (currentAngle > lastAngle + 1.5 * M_PI)
res = (2 * M_PI - currentAngle) + lastAngle;
else
res = currentAngle - lastAngle;
if (std::abs(res) < _rollAngleThreshold)
return 1000.0;
else
return (diff + res);
});
if (_doubleTap) {
return PICK;
}
else if (list.size() == 1) {
return ROT;
}
else {
if (std::abs(dist - lastDist) / list.at(0).getMotionSpeed() < _interpretPan && list.size() == 3) { // if distance between fingers is constant we have panning
return PAN;
}
else if (std::abs(minDiff) < _inputStillThreshold || std::abs(rollOn) < 100.0) { // if one finger is 'still' (epsilon) and another moving, we have roll
return ROLL; // also interpret if angles are high
}
else {
return PINCH;
}
}
}
// Calculate how much interpreted interaction should change the camera state (based on _vel)
void TouchInteraction::computeVelocities(const std::vector<TuioCursor>& list, const std::vector<Point>& lastProcessed) {
TuioCursor cursor = list.at(0);
int action = interpretInteraction(list, lastProcessed);
switch (action) {
case ROT: { // add rotation velocity
_vel.orbit += glm::dvec2(cursor.getXSpeed() * _sensitivity.orbit.x, cursor.getYSpeed() * _sensitivity.orbit.y);
break;
}
case PINCH: { // add zooming velocity
double distance = std::accumulate(list.begin(), list.end(), 0.0, [&](double d, const TuioCursor& c) {
return d + c.getDistance(_centroid.x, _centroid.y);
}) / list.size();
double lastDistance = std::accumulate(lastProcessed.begin(), lastProcessed.end(), 0.0f, [&](float d, const Point& p) {
return d + p.second.getDistance(_centroid.x, _centroid.y);
}) / lastProcessed.size();
double zoomFactor = (distance - lastDistance) * (glm::distance(_camera->positionVec3(), _camera->focusPositionVec3()) - _focusNode->boundingSphere());
_vel.zoom += zoomFactor * _sensitivity.zoom * std::max(_touchScreenSize.value() * 0.1, 1.0);
break;
}
case ROLL: { // add global roll rotation velocity
double rollFactor = std::accumulate(list.begin(), list.end(), 0.0, [&](double diff, const TuioCursor& c) {
TuioPoint point = find_if(lastProcessed.begin(), lastProcessed.end(), [&c](const Point& p) { return p.first == c.getSessionID(); })->second;
double res = diff;
double lastAngle = point.getAngle(_centroid.x, _centroid.y);
double currentAngle = c.getAngle(_centroid.x, _centroid.y);
if (lastAngle > currentAngle + 1.5 * M_PI)
res += currentAngle + (2 * M_PI - lastAngle);
else if (currentAngle > lastAngle + 1.5 * M_PI)
res += (2 * M_PI - currentAngle) + lastAngle;
else
res += currentAngle - lastAngle;
return res;
}) / list.size();
_vel.roll += -rollFactor * _sensitivity.roll;
break;
}
case PAN: { // add local rotation velocity
_vel.pan += glm::dvec2(cursor.getXSpeed() * _sensitivity.pan.x, cursor.getYSpeed() * _sensitivity.pan.y);
break;
}
case PICK: { // pick something in the scene as focus node
if (_selected.size() == 1 && _selected.at(0).node) {
setFocusNode(_selected.at(0).node);
OsEng.interactionHandler().setFocusNode(_focusNode); // cant do setFocusNode since TouchInteraction is not subclass of InteractionMode
// rotate camera to look at new focus
glm::dvec3 camToFocus = _focusNode->worldPosition() - _camera->positionVec3();
glm::dvec3 camForward = glm::normalize(_camera->viewDirectionWorldSpace());
double angle = glm::angle(camForward, camToFocus);
glm::dvec3 axis = glm::normalize(glm::cross(camForward, camToFocus));
_toSlerp.x = axis.x * sin(angle / 2.0);
_toSlerp.y = axis.y * sin(angle / 2.0);
_toSlerp.z = axis.z * sin(angle / 2.0);
_toSlerp.w = cos(angle / 2.0);
_slerpdT = 0.0;
}
else { // should zoom in to current but not too much
double dist = glm::distance(_camera->positionVec3(), _camera->focusPositionVec3()) - _focusNode->boundingSphere();
_vel.zoom = (_sensitivity.zoom * std::max(_touchScreenSize.value() * 0.1, 1.0)) * _tapZoomFactor * dist; // this should not be based on dt
}
break;
}
}
}
// Main update call, calculates the new orientation and position for the camera depending on _vel and dt. Called every frame
void TouchInteraction::step(double dt) {
using namespace glm;
setFocusNode(OsEng.interactionHandler().focusNode()); // since functions cant be called directly (TouchInteraction not a subclass of InteractionMode)
if (_focusNode && _camera) {
// Create variables from current state
dvec3 camPos = _camera->positionVec3();
dvec3 centerPos = _focusNode->worldPosition();
dvec3 directionToCenter = normalize(centerPos - camPos);
dvec3 centerToCamera = camPos - centerPos;
dvec3 lookUp = _camera->lookUpVectorWorldSpace();
dvec3 camDirection = _camera->viewDirectionWorldSpace();
// Make a representation of the rotation quaternion with local and global rotations
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
normalize(camDirection + lookUp)); // To avoid problem with lookup in up direction
dquat globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
dquat localCamRot = inverse(globalCamRot) * _camera->rotationQuaternion();
double boundingSphere = _focusNode->boundingSphere();
dvec3 centerToBoundingSphere;
double distance = std::max(length(centerToCamera) - boundingSphere, 0.0);
_currentRadius = boundingSphere / std::max(distance * _projectionScaleFactor, 1.0);
{ // Roll
dquat camRollRot = angleAxis(_vel.roll*dt, dvec3(0.0, 0.0, 1.0));
localCamRot = localCamRot * camRollRot;
}
{ // Panning (local rotation)
dvec3 eulerAngles(_vel.pan.y*dt, _vel.pan.x*dt, 0);
dquat rotationDiff = dquat(eulerAngles);
localCamRot = localCamRot * rotationDiff;
// if we have chosen a new focus node
if (_slerpdT < _slerpTime) {
_slerpdT += 0.1*dt;
localCamRot = slerp(localCamRot, _toSlerp, _slerpdT / _slerpTime);
}
}
{ // Orbit (global rotation)
dvec3 eulerAngles(_vel.orbit.y*dt, _vel.orbit.x*dt, 0);
dquat rotationDiffCamSpace = dquat(eulerAngles);
dquat rotationDiffWorldSpace = globalCamRot * rotationDiffCamSpace * inverse(globalCamRot);
dvec3 rotationDiffVec3 = centerToCamera * rotationDiffWorldSpace - centerToCamera;
camPos += rotationDiffVec3;
dvec3 centerToCamera = camPos - centerPos;
directionToCenter = normalize(-centerToCamera);
dvec3 lookUpWhenFacingCenter = globalCamRot * dvec3(_camera->lookUpVectorCameraSpace());
dmat4 lookAtMat = lookAt(
dvec3(0, 0, 0),
directionToCenter,
lookUpWhenFacingCenter);
globalCamRot = normalize(quat_cast(inverse(lookAtMat)));
}
{ // Zooming
centerToBoundingSphere = -directionToCenter * boundingSphere;
dvec3 centerToCamera = camPos - centerPos;
double distToSurface = length(centerToCamera - centerToBoundingSphere);
if (length(_vel.zoom*dt) < distToSurface && length(centerToCamera + directionToCenter*_vel.zoom*dt) > length(centerToBoundingSphere)) {
camPos += directionToCenter * _vel.zoom * dt;
}
else {
_vel.zoom = 0.0;
}
}
decelerate(dt);
// Update the camera state
_camera->setPositionVec3(camPos);
_camera->setRotation(globalCamRot * localCamRot);
_tap = false;
_doubleTap = false;
if (_reset) {
resetToDefault();
}
}
}
void TouchInteraction::unitTest() {
if (_unitTest) {
_lmstat.verbose = true;
// time set and paused in .scene file
//openspace.time.setTime("2016 SEP 8 23:00:00.500")
//openspace.time.togglePause()
// set camera pos and rot
//_camera->setPositionVec3(glm::dvec3(26974419543.178154, 76302892465.068359, -127116625827.843369));
//_camera->setRotation(glm::dquat(0.791502, -0.576456, -0.001228, -0.203029));
// set _selected pos and new pos (on screen)
std::vector<TuioCursor> lastFrame = {
{ TuioCursor(0, 10, 0.45, 0.4) }, // session id, cursor id, x, y
{ TuioCursor(1, 11, 0.55, 0.6) }
};
std::vector<TuioCursor> currFrame = {
{ TuioCursor(0, 10, 0.2, 0.6) }, // (-0.6,-0.2)
{ TuioCursor(1, 11, 0.8, 0.4) } // (0.6, 0.2)
};
// call update
findSelectedNode(lastFrame);
directControl(currFrame);
// save lmstats.data into a file and clear it
char buffer[32];
snprintf(buffer, sizeof(char) * 32, "lmdata%i.csv", _numOfTests);
_numOfTests++;
std::ofstream file(buffer);
file << _lmstat.data;
// clear everything
_selected.clear();
_vel.orbit = glm::dvec2(0.0, 0.0);
_vel.zoom = 0.0;
_vel.roll = 0.0;
_vel.pan = glm::dvec2(0.0, 0.0);
_lastVel = _vel;
_unitTest = false;
// could be the camera copy in func
}
}
// Decelerate velocities (set 0 for directTouch)
void TouchInteraction::decelerate(double dt) {
double frequency = 1.0 / _deceleratesPerSecond;
int times = (dt + _timeSlack) / frequency;
_timeSlack = fmod((dt + _timeSlack), frequency);
if (!_directTouchMode && _currentRadius > _nodeRadiusThreshold && _vel.zoom > _focusNode->boundingSphere()) {
_vel.zoom *= std::pow(1 - 2 * _friction.value().y, times);
}
_vel.orbit *= std::pow(1 - _friction.value().x, times);
_vel.zoom *= std::pow(1 - _friction.value().y, times);
_vel.roll *= std::pow(1 - _friction.value().z, times);
_vel.pan *= std::pow(1 - _friction.value().w, times);
}
// Called if all fingers are off the screen
void TouchInteraction::resetAfterInput() {
//ghoul_postcondition(_selected.empty(), "Selected list must be empty after reset");
//_directTouchMode = false;
if (_directTouchMode && _selected.size() > 0 && _lmSuccess) {
double spinDelta = _spinSensitivity / OsEng.windowWrapper().averageDeltaTime();
if (glm::length(_lastVel.pan) > _panSpeedThreshold) { // might not be desired
_vel.pan = _lastVel.pan * spinDelta;
}
else if (glm::length(_lastVel.orbit) > _orbitSpeedThreshold) { // good value to activate "spinning"
_vel.orbit = _lastVel.orbit * spinDelta;
}
}
if (_guiON) {
bool activeLastFrame = OnScreenGUIModule::touchInput.action;
OnScreenGUIModule::touchInput.active = false;
if (activeLastFrame) {
OnScreenGUIModule::touchInput.active = true;
OnScreenGUIModule::touchInput.action = 0;
}
}
else {
OnScreenGUIModule::touchInput.active = false;
OnScreenGUIModule::touchInput.action = 0;
}
_lmSuccess = true;
_numOfTries = 0;
_guiON = OnScreenGUIModule::gui.isEnabled();
_lastVel.orbit = glm::dvec2(0.0, 0.0);
_lastVel.zoom = 0.0;
_lastVel.roll = 0.0;
_lastVel.pan = glm::dvec2(0.0, 0.0);
_selected.clear(); // should clear if no longer have a direct-touch input
}
void TouchInteraction::resetToDefault() {
_unitTest.set(false);
_onlyPan.set(true); // temp
_reset.set(false);
_maxTapTime.set(300);
_deceleratesPerSecond.set(240);
_touchScreenSize.set(55.0f);
_tapZoomFactor.set(0.1f);
_nodeRadiusThreshold.set(0.2f);
_rollAngleThreshold.set(0.019f);
_orbitSpeedThreshold.set(0.038f);
_panSpeedThreshold.set(0.004f);
_spinSensitivity.set(1.0f);
_inputStillThreshold.set(0.0005f);
_interpretPan.set(0.015f);
_slerpTime.set(1.0f);
_guiButton.set(glm::ivec2(32, 64));
_friction.set(glm::vec4(0.01, 0.02, 0.02, 0.02));
}
void TouchInteraction::tap() {
_tap = true;
}
void TouchInteraction::touchActive(bool active) {
_touchActive = active;
}
// Get & Setters
Camera* TouchInteraction::getCamera() {
return _camera;
}
SceneGraphNode* TouchInteraction::getFocusNode() {
return _focusNode;
}
void TouchInteraction::setCamera(Camera* camera) {
_camera = camera;
}
void TouchInteraction::setFocusNode(SceneGraphNode* focusNode) {
_focusNode = focusNode;
}
} // openspace namespace