Files
OpenSpace/modules/touch/include/touchinteraction.h
liuloppan 78eb673611 Feature/gui for touch (#967)
Merging in feature gui for touch. Enable touch module to run.
Currently only run on development mode with the "touch" scene.
2019-09-18 23:49:51 +02:00

280 lines
11 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2019 *
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#ifndef __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
#define __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
#include <openspace/properties/propertyowner.h>
#include <modules/touch/ext/levmarq.h>
#include <modules/touch/include/tuioear.h>
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <openspace/properties/scalar/doubleproperty.h>
#include <openspace/properties/scalar/intproperty.h>
#include <openspace/properties/stringproperty.h>
#include <openspace/properties/vector/ivec2property.h>
#include <openspace/properties/vector/vec4property.h>
//#define TOUCH_DEBUG_PROPERTIES
//#define TOUCH_DEBUG_NODE_PICK_MESSAGES
namespace openspace {
class Camera;
class SceneGraphNode;
//Class used for keeping track of the recent average frame time
class FrameTimeAverage {
public:
//Update the circular buffer with the most recent frame time
void updateWithNewFrame(double sample);
//Get the value of the most recent average frame time (seconds)
double averageFrameTime() const;
private:
static const int TotalSamples = 10;
int _nSamples = 0;
double _samples[TotalSamples];
double _runningTotal = 0.0;
int _index = 0;
};
class TouchInteraction : public properties::PropertyOwner {
public:
using Point = std::pair<int, TUIO::TuioPoint>;
TouchInteraction();
// for interpretInteraction()
enum Type { ROT = 0, PINCH, PAN, ROLL, PICK, ZOOM_OUT };
// Stores the velocity in all 6DOF
struct VelocityStates {
glm::dvec2 orbit;
double zoom;
double roll;
glm::dvec2 pan;
};
// Stores the selected node, the cursor ID as well as the surface coordinates the
// cursor touched
struct SelectedBody {
long id;
SceneGraphNode* node;
glm::dvec3 coordinates;
};
// Used in the LM algorithm
struct FunctionData {
std::vector<glm::dvec3> selectedPoints;
std::vector<glm::dvec2> screenPoints;
int nDOF;
glm::dvec2(*castToNDC)(const glm::dvec3&, Camera&, SceneGraphNode*);
double(*distToMinimize)(double* par, int x, void* fdata, LMstat* lmstat);
Camera* camera;
SceneGraphNode* node;
LMstat stats;
double objectScreenRadius;
};
/* Main function call
* 1 Checks if doubleTap occured
* 2 Goes through the guiMode() function
* 3 Continues if GUI isn't on
* 4 If the node in focus is large enough and all contact points have selected it,
* calls directControl() function for direct-manipulation
* 5 Updates std::vector<SelectedBody> _selected (only if LMA successfully
* converged, avoids interaction to snap on LMA fails)
* 6 If directControl() wasn't called this frame, interpret the incoming
* list and decide what type of interaction this frame should do
* 7 Compute the new total velocities after interaction
* 8 Evaluate if directControl should be called next frame- true if all contact points
* select the same node and said node is larger than _nodeRadiusThreshold
*/
void updateStateFromInput(const std::vector<TUIO::TuioCursor>& list,
std::vector<Point>& lastProcessed);
// Calculates the new camera state with velocities and time since last frame
void step(double dt);
// Used to save LMA data for one frame if the user chose to
void unitTest();
// Called each frame we have no new input, used to reset data
void resetAfterInput();
// Sets _tap to true, called if tap occured current frame (called from touchmodule)
void tap();
// Set touchactive as true from the touchmodule if incoming list isn't empty, used to
// void mouse input
void touchActive(bool active);
// Get & Setters
Camera* getCamera();
const SceneGraphNode* getFocusNode();
void setFocusNode(const SceneGraphNode* focusNode);
void setCamera(Camera* camera);
private:
/* Returns true if the clicked position contains WebGui content and the event will
* be parsed to the webbrowser
*/
bool webContent(const std::vector<TUIO::TuioCursor>& list);
/* Returns true if we have the GUI window open. If so, emulates the incoming touch
* input to a mouse such that we can interact with the GUI
*/
bool guiMode(const std::vector<TUIO::TuioCursor>& list);
/* Function that calculates the new camera state such that it minimizes the L2 error
* in screenspace
* between contact points and surface coordinates projected to clip space using LMA
*/
void directControl(const std::vector<TUIO::TuioCursor>& list);
/* Traces each contact point into the scene as a ray
* if the ray hits a node, save the id, node and surface coordinates the cursor hit
* in the list _selected
*/
void findSelectedNode(const std::vector<TUIO::TuioCursor>& list);
/* Returns an int (ROT = 0, PINCH, PAN, ROLL, PICK) for what interaction to be used,
* depending on what input was gotten
*/
int interpretInteraction(const std::vector<TUIO::TuioCursor>& list,
const std::vector<Point>& lastProcessed);
// Compute new velocity according to the interpreted action
void computeVelocities(const std::vector<TUIO::TuioCursor>& list,
const std::vector<Point>& lastProcessed);
//Compute velocity based on double-tap for zooming
double computeTapZoomDistance(double zoomGain);
//Compute coefficient for velocity decay to be applied in decceleration
double computeConstTimeDecayCoefficient(double velocity);
//Compute coefficient of decay based on current frametime; if frametime has been
// longer than usual then multiple decay steps may be applied to keep the decay
// relative to user time
double computeDecayCoeffFromFrametime(double coeff, int times);
/* Decelerate the velocities. Function is called in step() but is dereferenced from
* frame time to assure same behaviour on all systems
*/
void decelerate(double dt);
// Resets all properties that can be changed in the GUI to default
void resetToDefault();
Camera* _camera = nullptr;
// Property variables
properties::StringProperty _origin;
properties::BoolProperty _unitTest;
properties::BoolProperty _touchActive;
properties::BoolProperty _reset;
properties::IntProperty _maxTapTime;
properties::IntProperty _deceleratesPerSecond;
properties::FloatProperty _touchScreenSize;
properties::FloatProperty _tapZoomFactor;
properties::FloatProperty _nodeRadiusThreshold;
properties::FloatProperty _rollAngleThreshold;
properties::FloatProperty _orbitSpeedThreshold;
properties::FloatProperty _spinSensitivity;
properties::FloatProperty _zoomSensitivityExponential;
properties::FloatProperty _zoomSensitivityProportionalDist;
properties::FloatProperty _zoomSensitivityDistanceThreshold;
properties::FloatProperty _zoomBoundarySphereMultiplier;
properties::DoubleProperty _zoomInLimit;
properties::DoubleProperty _zoomOutLimit;
properties::FloatProperty _inputStillThreshold;
properties::FloatProperty _centroidStillThreshold;
properties::BoolProperty _panEnabled;
properties::FloatProperty _interpretPan;
properties::FloatProperty _slerpTime;
properties::IVec2Property _guiButton;
properties::Vec4Property _friction;
properties::FloatProperty _pickingRadiusMinimum;
properties::BoolProperty _ignoreGui;
properties::FloatProperty _constTimeDecay_secs;
#ifdef TOUCH_DEBUG_PROPERTIES
struct DebugProperties : PropertyOwner {
DebugProperties();
properties::StringProperty interactionMode;
properties::IntProperty nFingers;
properties::StringProperty interpretedInteraction;
properties::FloatProperty normalizedCentroidDistance;
properties::FloatProperty minDiff;
properties::FloatProperty rollOn;
} _debugProperties;
int pinchConsecCt = 0;
double pinchConsecZoomFactor = 0;
//int stepVelUpdate = 0;
#endif
// Class variables
VelocityStates _vel;
VelocityStates _lastVel;
VelocityStates _sensitivity;
double _projectionScaleFactor;
double _currentRadius;
double _slerpdT;
double _timeSlack;
int _numOfTests;
TUIO::TuioTime _time;
bool _directTouchMode;
bool _wasPrevModeDirectTouch;
bool _tap;
bool _doubleTap;
bool _zoomOutTap;
bool _lmSuccess;
bool _guiON;
std::vector<SelectedBody> _selected;
SceneGraphNode* _pickingSelected = nullptr;
LMstat _lmstat;
glm::dquat _toSlerp;
glm::dvec3 _centroid;
FrameTimeAverage _frameTimeAvg;
struct ConstantTimeDecayCoefficients {
double zoom = 0.0;
double orbit = 0.0;
double roll = 0.0;
double pan = 0.0;
};
ConstantTimeDecayCoefficients _constTimeDecayCoeff;
};
} // openspace namespace
#endif // __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__