Files
OpenSpace/modules/skybrowser/src/utility.cpp

223 lines
9.5 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* 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 <modules/skybrowser/include/utility.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/navigation/navigationhandler.h>
#include <openspace/camera/camera.h>
#include <glm/gtx/vector_angle.hpp>
#include <cmath>
namespace openspace::skybrowser {
// Converts from spherical coordinates in the unit of degrees to cartesian coordianates
glm::dvec3 sphericalToCartesian(const glm::dvec2& coords) {
glm::dvec2 coordsRadians = glm::radians(coords);
glm::dvec3 cartesian = glm::dvec3(
cos(coordsRadians.x) * cos(coordsRadians.y),
sin(coordsRadians.x) * cos(coordsRadians.y),
sin(coordsRadians.y)
);
return cartesian;
}
// Converts from cartesian coordianates to spherical in the unit of degrees
glm::dvec2 cartesianToSpherical(const glm::dvec3& coord) {
// Equatorial coordinates RA = right ascension, Dec = declination
double ra = atan2(coord.y, coord.x);
double dec = atan2(coord.z, glm::sqrt((coord.x * coord.x) + (coord.y * coord.y)));
ra = ra > 0 ? ra : ra + (2.0 * glm::pi<double>());
glm::dvec2 celestialCoords{ ra, dec };
return glm::degrees(celestialCoords);
}
glm::dvec3 galacticToEquatorial(const glm::dvec3& coords) {
return glm::transpose(conversionMatrix) * glm::normalize(coords);
}
glm::dvec3 equatorialToGalactic(const glm::dvec3& coords) {
// On the unit sphere
glm::dvec3 rGalactic = conversionMatrix * glm::normalize(coords);
return rGalactic;
}
glm::dvec3 localCameraToScreenSpace3d(const glm::dvec3& coords) {
// Ensure that if the coord is behind the camera,
// the converted coordinate will be there too
double zCoord = coords.z > 0 ? -ScreenSpaceZ : ScreenSpaceZ;
// Calculate screen space coords x and y
double tanX = coords.x / coords.z;
double tanY = coords.y / coords.z;
glm::dvec3 screenSpace = glm::dvec3(zCoord * tanX, zCoord * tanY, zCoord);
return screenSpace;
}
glm::dvec3 localCameraToGalactic(const glm::dvec3& coords) {
glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
glm::dvec4 coordsVec4 = glm::dvec4(coords, 1.0) ;
glm::dmat4 camMat = glm::inverse(
global::navigationHandler->camera()->combinedViewMatrix()
);
// Subtract gamera position to get the view direction
glm::dvec3 galactic = glm::dvec3(camMat * coordsVec4) - camPos;
return glm::normalize(galactic) * skybrowser::CelestialSphereRadius;
}
glm::dvec3 localCameraToEquatorial(const glm::dvec3& coords) {
// Calculate the galactic coordinate of the target direction
// projected onto the celestial sphere
glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
glm::dvec3 galactic = camPos + skybrowser::localCameraToGalactic(coords);
return skybrowser::galacticToEquatorial(galactic);
}
glm::dvec3 equatorialToLocalCamera(const glm::dvec3& coords) {
// Transform equatorial J2000 to galactic coord with infinite radius
glm::dvec3 galactic = equatorialToGalactic(coords) * CelestialSphereRadius;
glm::dvec3 localCamera = galacticToLocalCamera(galactic);
return localCamera;
}
glm::dvec3 galacticToLocalCamera(const glm::dvec3& coords) {
// Transform vector to camera's local coordinate system
glm::dmat4 camMat = global::navigationHandler->camera()->combinedViewMatrix();
glm::dvec3 viewDirectionLocal = camMat * glm::dvec4(coords, 1.0);
return glm::normalize(viewDirectionLocal);
}
double cameraRoll() {
openspace::Camera* camera = global::navigationHandler->camera();
glm::dvec3 upWorld = camera->lookUpVectorWorldSpace();
glm::dvec3 forwardWorld = camera->viewDirectionWorldSpace();
glm::dvec3 camUpJ2000 = skybrowser::galacticToEquatorial(upWorld);
glm::dvec3 camForwardJ2000 = skybrowser::galacticToEquatorial(forwardWorld);
glm::dvec3 crossUpNorth = glm::cross(camUpJ2000, skybrowser::NorthPole);
double dotNorthUp = glm::dot(skybrowser::NorthPole, camUpJ2000);
double dotCrossUpNorthForward = glm::dot(crossUpNorth, camForwardJ2000);
return glm::degrees(atan2(dotCrossUpNorthForward, dotNorthUp));
}
glm::dvec3 cameraDirectionEquatorial() {
// Get the view direction of the screen in cartesian J2000 coordinates
return galacticToEquatorial(cameraDirectionGalactic());
}
glm::dvec3 cameraDirectionGalactic() {
// Get the view direction of the screen in galactic coordinates
glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
glm::dvec3 view = global::navigationHandler->camera()->viewDirectionWorldSpace();
glm::dvec3 galCoord = camPos + (skybrowser::CelestialSphereRadius * view);
return galCoord;
}
float windowRatio() {
glm::vec2 windowRatio = global::windowDelegate->currentWindowSize();
return windowRatio.x / windowRatio.y;
}
bool isCoordinateInView(const glm::dvec3& equatorial) {
// Check if image coordinate is within current FOV
glm::dvec3 localCamera = equatorialToLocalCamera(equatorial);
glm::dvec3 coordsScreen = localCameraToScreenSpace3d(localCamera);
double r = static_cast<float>(windowRatio());
bool isCoordInView = abs(coordsScreen.x) < r && abs(coordsScreen.y) < 1.f &&
coordsScreen.z < 0;
return isCoordInView;
}
// Transforms a pixel coordinate to a screen space coordinate
glm::vec2 pixelToScreenSpace2d(const glm::vec2& mouseCoordinate) {
glm::vec2 size = glm::vec2(global::windowDelegate->currentWindowSize());
// Change origin to middle of the window
glm::vec2 screenSpacePos = mouseCoordinate - (size / 2.0f);
// Ensure the upper right corner is positive on the y axis
screenSpacePos *= glm::vec2(1.0f, -1.0f);
// Transform pixel coordinates to screen space coordinates [-1,1][-ratio, ratio]
screenSpacePos /= (0.5f * size.y);
return screenSpacePos;
}
// The horizontal and vertical fov of the OpenSpace window
glm::dvec2 fovWindow() {
// OpenSpace FOV
glm::dvec2 windowDim = glm::dvec2(global::windowDelegate->currentWindowSize());
double windowRatio = windowDim.y / windowDim.x;
double hFov = global::windowDelegate->getHorizFieldOfView();
glm::dvec2 OpenSpaceFOV = glm::dvec2(hFov, hFov * windowRatio);
return OpenSpaceFOV;
}
double angleBetweenVectors(const glm::dvec3& start, const glm::dvec3& end) {
// Find smallest angle between the two vectors
double cos = glm::dot(glm::normalize(start), glm::normalize(end));
// Ensure cos is within defined interval [-1,1]
return std::acos(std::clamp(cos, -1.0, 1.0));
}
glm::dmat4 incrementalAnimationMatrix(const glm::dvec3& start, const glm::dvec3& end,
double deltaTime, double speedFactor)
{
double smallestAngle = angleBetweenVectors(start, end);
// Calculate rotation this frame
double rotationAngle = smallestAngle * deltaTime * speedFactor;
// Create the rotation matrix for local camera space
glm::dvec3 rotationAxis = glm::normalize(glm::cross(start, end));
return glm::rotate(rotationAngle, rotationAxis);
}
double sizeFromFov(double fov, glm::dvec3 worldPosition) {
// Calculate the size with trigonometry
// /|
// /_| Adjacent is the horizontal line, opposite the vertical
// \ | Calculate for half the triangle first, then multiply with 2
// \|
double adjacent = glm::length(worldPosition);
double opposite = 2 * adjacent * glm::tan(glm::radians(fov * 0.5));
return opposite;
}
} // namespace openspace