mirror of
https://github.com/OpenSpace/OpenSpace.git
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223 lines
9.5 KiB
C++
223 lines
9.5 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/skybrowser/include/utility.h>
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#include <openspace/engine/globals.h>
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#include <openspace/engine/windowdelegate.h>
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#include <openspace/navigation/navigationhandler.h>
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#include <openspace/camera/camera.h>
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#include <glm/gtx/vector_angle.hpp>
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#include <cmath>
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namespace openspace::skybrowser {
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// Converts from spherical coordinates in the unit of degrees to cartesian coordianates
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glm::dvec3 sphericalToCartesian(const glm::dvec2& coords) {
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glm::dvec2 coordsRadians = glm::radians(coords);
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glm::dvec3 cartesian = glm::dvec3(
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cos(coordsRadians.x) * cos(coordsRadians.y),
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sin(coordsRadians.x) * cos(coordsRadians.y),
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sin(coordsRadians.y)
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);
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return cartesian;
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}
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// Converts from cartesian coordianates to spherical in the unit of degrees
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glm::dvec2 cartesianToSpherical(const glm::dvec3& coord) {
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// Equatorial coordinates RA = right ascension, Dec = declination
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double ra = atan2(coord.y, coord.x);
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double dec = atan2(coord.z, glm::sqrt((coord.x * coord.x) + (coord.y * coord.y)));
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ra = ra > 0 ? ra : ra + (2.0 * glm::pi<double>());
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glm::dvec2 celestialCoords{ ra, dec };
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return glm::degrees(celestialCoords);
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}
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glm::dvec3 galacticToEquatorial(const glm::dvec3& coords) {
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return glm::transpose(conversionMatrix) * glm::normalize(coords);
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}
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glm::dvec3 equatorialToGalactic(const glm::dvec3& coords) {
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// On the unit sphere
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glm::dvec3 rGalactic = conversionMatrix * glm::normalize(coords);
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return rGalactic;
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}
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glm::dvec3 localCameraToScreenSpace3d(const glm::dvec3& coords) {
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// Ensure that if the coord is behind the camera,
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// the converted coordinate will be there too
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double zCoord = coords.z > 0 ? -ScreenSpaceZ : ScreenSpaceZ;
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// Calculate screen space coords x and y
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double tanX = coords.x / coords.z;
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double tanY = coords.y / coords.z;
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glm::dvec3 screenSpace = glm::dvec3(zCoord * tanX, zCoord * tanY, zCoord);
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return screenSpace;
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}
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glm::dvec3 localCameraToGalactic(const glm::dvec3& coords) {
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glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
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glm::dvec4 coordsVec4 = glm::dvec4(coords, 1.0) ;
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glm::dmat4 camMat = glm::inverse(
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global::navigationHandler->camera()->combinedViewMatrix()
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);
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// Subtract gamera position to get the view direction
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glm::dvec3 galactic = glm::dvec3(camMat * coordsVec4) - camPos;
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return glm::normalize(galactic) * skybrowser::CelestialSphereRadius;
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}
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glm::dvec3 localCameraToEquatorial(const glm::dvec3& coords) {
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// Calculate the galactic coordinate of the target direction
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// projected onto the celestial sphere
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glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
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glm::dvec3 galactic = camPos + skybrowser::localCameraToGalactic(coords);
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return skybrowser::galacticToEquatorial(galactic);
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}
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glm::dvec3 equatorialToLocalCamera(const glm::dvec3& coords) {
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// Transform equatorial J2000 to galactic coord with infinite radius
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glm::dvec3 galactic = equatorialToGalactic(coords) * CelestialSphereRadius;
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glm::dvec3 localCamera = galacticToLocalCamera(galactic);
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return localCamera;
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}
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glm::dvec3 galacticToLocalCamera(const glm::dvec3& coords) {
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// Transform vector to camera's local coordinate system
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glm::dmat4 camMat = global::navigationHandler->camera()->combinedViewMatrix();
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glm::dvec3 viewDirectionLocal = camMat * glm::dvec4(coords, 1.0);
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return glm::normalize(viewDirectionLocal);
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}
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double cameraRoll() {
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openspace::Camera* camera = global::navigationHandler->camera();
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glm::dvec3 upWorld = camera->lookUpVectorWorldSpace();
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glm::dvec3 forwardWorld = camera->viewDirectionWorldSpace();
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glm::dvec3 camUpJ2000 = skybrowser::galacticToEquatorial(upWorld);
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glm::dvec3 camForwardJ2000 = skybrowser::galacticToEquatorial(forwardWorld);
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glm::dvec3 crossUpNorth = glm::cross(camUpJ2000, skybrowser::NorthPole);
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double dotNorthUp = glm::dot(skybrowser::NorthPole, camUpJ2000);
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double dotCrossUpNorthForward = glm::dot(crossUpNorth, camForwardJ2000);
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return glm::degrees(atan2(dotCrossUpNorthForward, dotNorthUp));
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}
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glm::dvec3 cameraDirectionEquatorial() {
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// Get the view direction of the screen in cartesian J2000 coordinates
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return galacticToEquatorial(cameraDirectionGalactic());
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}
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glm::dvec3 cameraDirectionGalactic() {
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// Get the view direction of the screen in galactic coordinates
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glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
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glm::dvec3 view = global::navigationHandler->camera()->viewDirectionWorldSpace();
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glm::dvec3 galCoord = camPos + (skybrowser::CelestialSphereRadius * view);
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return galCoord;
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}
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float windowRatio() {
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glm::vec2 windowRatio = global::windowDelegate->currentWindowSize();
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return windowRatio.x / windowRatio.y;
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}
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bool isCoordinateInView(const glm::dvec3& equatorial) {
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// Check if image coordinate is within current FOV
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glm::dvec3 localCamera = equatorialToLocalCamera(equatorial);
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glm::dvec3 coordsScreen = localCameraToScreenSpace3d(localCamera);
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double r = static_cast<float>(windowRatio());
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bool isCoordInView = abs(coordsScreen.x) < r && abs(coordsScreen.y) < 1.f &&
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coordsScreen.z < 0;
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return isCoordInView;
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}
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// Transforms a pixel coordinate to a screen space coordinate
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glm::vec2 pixelToScreenSpace2d(const glm::vec2& mouseCoordinate) {
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glm::vec2 size = glm::vec2(global::windowDelegate->currentWindowSize());
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// Change origin to middle of the window
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glm::vec2 screenSpacePos = mouseCoordinate - (size / 2.0f);
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// Ensure the upper right corner is positive on the y axis
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screenSpacePos *= glm::vec2(1.0f, -1.0f);
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// Transform pixel coordinates to screen space coordinates [-1,1][-ratio, ratio]
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screenSpacePos /= (0.5f * size.y);
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return screenSpacePos;
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}
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// The horizontal and vertical fov of the OpenSpace window
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glm::dvec2 fovWindow() {
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// OpenSpace FOV
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glm::dvec2 windowDim = glm::dvec2(global::windowDelegate->currentWindowSize());
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double windowRatio = windowDim.y / windowDim.x;
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double hFov = global::windowDelegate->getHorizFieldOfView();
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glm::dvec2 OpenSpaceFOV = glm::dvec2(hFov, hFov * windowRatio);
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return OpenSpaceFOV;
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}
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double angleBetweenVectors(const glm::dvec3& start, const glm::dvec3& end) {
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// Find smallest angle between the two vectors
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double cos = glm::dot(glm::normalize(start), glm::normalize(end));
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// Ensure cos is within defined interval [-1,1]
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return std::acos(std::clamp(cos, -1.0, 1.0));
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}
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glm::dmat4 incrementalAnimationMatrix(const glm::dvec3& start, const glm::dvec3& end,
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double deltaTime, double speedFactor)
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{
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double smallestAngle = angleBetweenVectors(start, end);
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// Calculate rotation this frame
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double rotationAngle = smallestAngle * deltaTime * speedFactor;
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// Create the rotation matrix for local camera space
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glm::dvec3 rotationAxis = glm::normalize(glm::cross(start, end));
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return glm::rotate(rotationAngle, rotationAxis);
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}
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double sizeFromFov(double fov, glm::dvec3 worldPosition) {
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// Calculate the size with trigonometry
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// /|
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// /_| Adjacent is the horizontal line, opposite the vertical
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// \ | Calculate for half the triangle first, then multiply with 2
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// \|
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double adjacent = glm::length(worldPosition);
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double opposite = 2 * adjacent * glm::tan(glm::radians(fov * 0.5));
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return opposite;
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}
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} // namespace openspace
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