Files
OpenSpace/modules/autonavigation/autonavigationhandler.cpp
2020-01-23 17:36:06 -05:00

427 lines
14 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2019 *
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#include <modules/autonavigation/autonavigationhandler.h>
#include <modules/autonavigation/helperfunctions.h>
#include <modules/autonavigation/instruction.h>
#include <modules/autonavigation/pathspecification.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/interaction/navigationhandler.h>
#include <openspace/scene/scenegraphnode.h>
#include <openspace/util/camera.h>
#include <openspace/query/query.h>
#include <ghoul/logging/logmanager.h>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/quaternion.hpp>
namespace {
constexpr const char* _loggerCat = "AutoNavigationHandler";
} // namespace
namespace openspace::autonavigation {
AutoNavigationHandler::AutoNavigationHandler()
: properties::PropertyOwner({ "AutoNavigationHandler" })
{
// Add the properties
// TODO
}
AutoNavigationHandler::~AutoNavigationHandler() {} // NOLINT
Camera* AutoNavigationHandler::camera() const {
return global::navigationHandler.camera();
}
const double AutoNavigationHandler::pathDuration() const {
double sum = 0.0;
for (const PathSegment& ps : _pathSegments) {
sum += ps.duration();
}
return sum;
}
const bool AutoNavigationHandler::hasFinished() const {
return _currentTime > pathDuration();
}
const int AutoNavigationHandler::currentPathSegmentIndex() const {
for (int i = 0; i < _pathSegments.size(); ++i) {
const PathSegment& ps = _pathSegments[i];
double endTime = ps.startTime() + ps.duration();
if (endTime > _currentTime) {
return i;
}
}
return -1;
}
CameraState AutoNavigationHandler::currentCameraState() {
CameraState cs;
cs.position = camera()->positionVec3();
cs.rotation = camera()->rotationQuaternion();
cs.referenceNode = global::navigationHandler.anchorNode()->identifier();
return cs;
}
void AutoNavigationHandler::updateCamera(double deltaTime) {
ghoul_assert(camera() != nullptr, "Camera must not be nullptr");
if (!_isPlaying || _pathSegments.empty()) return;
const int currentIndex = currentPathSegmentIndex();
if (currentIndex < 0) return; // no path
if (currentIndex != _activeSegmentIndex) {
_activeSegmentIndex = currentIndex;
if (_stopAtTargets) {
pausePath();
return;
}
}
_currentTime += deltaTime;
const PathSegment& cps = _pathSegments[currentIndex];
// Interpolation variable
double t = (_currentTime - cps.startTime()) / cps.duration();
t = std::max(0.0, std::min(t, 1.0));
// TODO: don't set every frame
// Set anchor node in orbitalNavigator, to render visible nodes and
// add possibility to navigate when we reach the end.
CameraState cs = (t < 0.5) ? cps.start() : cps.end();
global::navigationHandler.orbitalNavigator().setAnchorNode(cs.referenceNode);
glm::dvec3 cameraPosition = cps.getPositionAt(t);
glm::dquat cameraRotation = cps.getRotationAt(t);
camera()->setPositionVec3(cameraPosition);
camera()->setRotation(cameraRotation);
if (hasFinished()) {
LINFO("Reached end of path.");
_isPlaying = false;
}
}
void AutoNavigationHandler::createPath(PathSpecification& spec) {
clearPath();
bool success = true;
for (int i = 0; i < spec.instructions()->size(); i++) {
const Instruction& ins = spec.instructions()->at(i);
success = handleInstruction(ins, i);
if (!success)
break;
}
// OBS! Would it be better to save the spec in the handler class?
_stopAtTargets = spec.stopAtTargets();
// Check if we have a specified start state. If so, update the first segment
if (spec.hasStartState() && _pathSegments.size() > 0) {
CameraState startState = cameraStateFromNavigationState(spec.startState());
_pathSegments[0].setStart(startState);
}
if (success) {
LINFO("Succefully generated camera path.");
startPath();
}
else
LERROR("Could not create path.");
}
void AutoNavigationHandler::clearPath() {
LINFO("Clearing path...");
_pathSegments.clear();
_currentTime = 0.0;
_activeSegmentIndex = 0;
}
void AutoNavigationHandler::startPath() {
if (_pathSegments.empty()) {
LERROR("Cannot start an empty path.");
return;
}
LINFO("Starting path...");
_currentTime = 0.0;
_isPlaying = true;
}
void AutoNavigationHandler::pausePath() {
if (!_isPlaying) {
LERROR("Cannot pause a path that isn't playing");
return;
}
LINFO(fmt::format("Paused path at target {} / {}", _activeSegmentIndex, _pathSegments.size()));
_isPlaying = false;
}
void AutoNavigationHandler::continuePath() {
if (_pathSegments.empty() || hasFinished()) {
LERROR("No path to resume (path is empty or has finished).");
return;
}
if (_isPlaying) {
LERROR("Cannot resume a path that is already playing");
return;
}
LINFO("Continuing path...");
// Recompute start camera state for the upcoming path segment, to avoid clipping to
// the old camera state.
_pathSegments[_activeSegmentIndex].setStart(currentCameraState());
LINFO(fmt::format("Next segment: {}", _activeSegmentIndex));
_isPlaying = true;
}
bool AutoNavigationHandler::handleInstruction(const Instruction& instruction, int index)
{
// compute startTime
double startTime = 0.0;
if (!_pathSegments.empty()) {
PathSegment& last = _pathSegments.back();
startTime = last.startTime() + last.duration();
}
bool success = true;
switch (instruction.type)
{
case InstructionType::TargetNode:
success = handleTargetNodeInstruction(instruction, startTime);
break;
case InstructionType::NavigationState:
success = handleNavigationStateInstruction(instruction, startTime);
break;
case InstructionType::Pause:
success = handlePauseInstruction(instruction, startTime);
break;
default:
LERROR(fmt::format("Non-implemented instruction type: {}.", instruction.type));
success = false;
break;
}
if (!success) {
LERROR(fmt::format("Failed handling instruction number {}.", index + 1));
return false;
}
return true;
}
bool AutoNavigationHandler::handleTargetNodeInstruction(
const Instruction& instruction, double startTime)
{
// Verify instruction type
TargetNodeInstructionProps* props =
dynamic_cast<TargetNodeInstructionProps*>(instruction.props.get());
if (!props) {
LERROR("Could not handle target node instruction.");
return false;
}
CameraState startState =
_pathSegments.empty() ? currentCameraState() : _pathSegments.back().end();
// Compute end state
std::string& identifier = props->targetNode;
const SceneGraphNode* targetNode = sceneGraphNode(identifier);
if (!targetNode) {
LERROR(fmt::format("Could not find node '{}' to target", identifier));
return false;
}
glm::dvec3 targetPos;
if (props->position.has_value()) {
// note that the anchor and reference frame is our targetnode.
// The position in instruction is given is relative coordinates.
targetPos = targetNode->worldPosition() +
targetNode->worldRotationMatrix() * props->position.value();
}
else {
bool hasHeight = props->height.has_value();
// TODO: compute defualt height in a better way
double defaultHeight = 2 * targetNode->boundingSphere();
double height = hasHeight? props->height.value() : defaultHeight;
targetPos = computeTargetPositionAtNode(
targetNode,
startState.position,
height
);
}
glm::dmat4 lookAtMat = glm::lookAt(
targetPos,
targetNode->worldPosition(),
camera()->lookUpVectorWorldSpace()
);
glm::dquat targetRot = glm::normalize(glm::inverse(glm::quat_cast(lookAtMat)));
CameraState endState = CameraState{ targetPos, targetRot, identifier };
// TODO: Handle duration better
PathSegment newSegment{ startState, endState, startTime };
if (instruction.props->duration.has_value()) {
newSegment.setDuration(instruction.props->duration.value());
}
_pathSegments.push_back(newSegment);
return true;
}
bool AutoNavigationHandler::handleNavigationStateInstruction(
const Instruction& instruction, double startTime)
{
// Verify instruction type
NavigationStateInstructionProps* props =
dynamic_cast<NavigationStateInstructionProps*>(instruction.props.get());
if (!props) {
LERROR(fmt::format("Could not handle navigation state instruction."));
return false;
}
CameraState startState =
_pathSegments.empty() ? currentCameraState() : _pathSegments.back().end();
interaction::NavigationHandler::NavigationState ns = props->navState;
CameraState endState = cameraStateFromNavigationState(ns);
// TODO: Handle duration better
PathSegment newSegment{ startState, endState, startTime };
if (instruction.props->duration.has_value()) {
newSegment.setDuration(instruction.props->duration.value());
}
_pathSegments.push_back(newSegment);
return true;
}
bool AutoNavigationHandler::handlePauseInstruction(
const Instruction& instruction, double startTime)
{
// Verify instruction type
PauseInstructionProps* props =
dynamic_cast<PauseInstructionProps*>(instruction.props.get());
if (!props) {
LERROR(fmt::format("Could not handle pause instruction."));
return false;
}
CameraState startState =
_pathSegments.empty() ? currentCameraState() : _pathSegments.back().end();
CameraState endState = startState;
// TODO: implement more complex behavior later
// TODO: Handle duration better
PathSegment newSegment{ startState, endState, startTime };
if (instruction.props->duration.has_value()) {
newSegment.setDuration(instruction.props->duration.value());
}
_pathSegments.push_back(newSegment);
return true;
}
glm::dvec3 AutoNavigationHandler::computeTargetPositionAtNode(
const SceneGraphNode* node, glm::dvec3 prevPos, double height)
{
// TODO: compute actual distance above surface and validate negative values
glm::dvec3 targetPos = node->worldPosition();
glm::dvec3 targetToPrevVector = prevPos - targetPos;
double radius = static_cast<double>(node->boundingSphere());
// move target position out from surface, along vector to camera
targetPos += glm::normalize(targetToPrevVector) * (radius + height);
return targetPos;
}
CameraState AutoNavigationHandler::cameraStateFromNavigationState(
const interaction::NavigationHandler::NavigationState& ns)
{
// OBS! The following code is exactly the same as used in
// NavigationHandler::applyNavigationState. Should probably be made into a function.
const SceneGraphNode* referenceFrame = sceneGraphNode(ns.referenceFrame);
const SceneGraphNode* anchorNode = sceneGraphNode(ns.anchor); // The anchor is also the target
if (!anchorNode) {
LERROR(fmt::format("Could not find node '{}' to target. Returning empty state.", ns.anchor));
return CameraState{};
}
const glm::dvec3 anchorWorldPosition = anchorNode->worldPosition();
const glm::dmat3 referenceFrameTransform = referenceFrame->worldRotationMatrix();
const glm::dvec3 targetPositionWorld = anchorWorldPosition +
glm::dvec3(referenceFrameTransform * glm::dvec4(ns.position, 1.0));
glm::dvec3 up = ns.up.has_value() ?
glm::normalize(referenceFrameTransform * ns.up.value()) :
glm::dvec3(0.0, 1.0, 0.0);
// Construct vectors of a "neutral" view, i.e. when the aim is centered in view.
glm::dvec3 neutralView =
glm::normalize(anchorWorldPosition - targetPositionWorld);
glm::dquat neutralCameraRotation = glm::inverse(glm::quat_cast(glm::lookAt(
glm::dvec3(0.0),
neutralView,
up
)));
glm::dquat pitchRotation = glm::angleAxis(ns.pitch, glm::dvec3(1.f, 0.f, 0.f));
glm::dquat yawRotation = glm::angleAxis(ns.yaw, glm::dvec3(0.f, -1.f, 0.f));
glm::quat targetRotation = neutralCameraRotation * yawRotation * pitchRotation;
return CameraState{ targetPositionWorld, targetRotation, ns.anchor };
}
} // namespace openspace::autonavigation