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* Add Ceres to touch interaction list (Forgotten in previous commit. OBS! This list will be removed) * Small code updates (Logical ordering of functions, code standard) * Fix compilation issue when using debug define * Make touch navigation abort idle behavior * Make reset a trigger property * Fix some broken property sliders (the default step size was too big) * Update interaction monitor state on touch interaction with WebGui * Add some documentation of what "LM" means, and make unit test a developer property
245 lines
9.8 KiB
C++
245 lines
9.8 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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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#ifndef __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
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#define __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
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#include <openspace/properties/propertyowner.h>
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#include <modules/touch/include/directinputsolver.h>
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#include <openspace/properties/scalar/boolproperty.h>
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#include <openspace/properties/scalar/floatproperty.h>
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#include <openspace/properties/scalar/doubleproperty.h>
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#include <openspace/properties/scalar/intproperty.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/triggerproperty.h>
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#include <openspace/properties/vector/ivec2property.h>
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#include <openspace/properties/vector/vec4property.h>
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#include <array>
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#include <chrono>
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#include <memory>
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//#define TOUCH_DEBUG_PROPERTIES
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//#define TOUCH_DEBUG_NODE_PICK_MESSAGES
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namespace openspace {
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class Camera;
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class SceneGraphNode;
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// Class used for keeping track of the recent average frame time
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class FrameTimeAverage {
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public:
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//Update the circular buffer with the most recent frame time
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void updateWithNewFrame(double sample);
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//Get the value of the most recent average frame time (seconds)
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double averageFrameTime() const;
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private:
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static constexpr int TotalSamples = 10;
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int _nSamples = 0;
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double _samples[TotalSamples];
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int _index = 0;
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};
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class TouchInteraction : public properties::PropertyOwner {
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public:
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TouchInteraction();
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// for interpretInteraction()
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enum Type {
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ROTATION = 0,
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PINCH,
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PAN,
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ROLL,
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PICK,
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ZOOM_OUT
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};
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// Stores the velocity in all 6 DOF
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struct VelocityStates {
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glm::dvec2 orbit = glm::dvec2(0.0);
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double zoom = 0.0;
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double roll = 0.0;
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glm::dvec2 pan = glm::dvec2(0.0);
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};
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/* Main function call
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* 1 Checks if doubleTap occured
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* 2 If the node in focus is large enough and all contact points have selected it,
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* calls directControl() function for direct-manipulation
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* 3 Updates std::vector<SelectedBody> _selected (only if LMA successfully
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* converged, avoids interaction to snap on LMA fails)
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* 4 If directControl() wasn't called this frame, interpret the incoming
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* list and decide what type of interaction this frame should do
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* 5 Compute the new total velocities after interaction
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* 6 Evaluate if directControl should be called next frame- true if all contact points
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* select the same node and said node is larger than _nodeRadiusThreshold
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*/
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void updateStateFromInput(const std::vector<TouchInputHolder>& list,
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std::vector<TouchInput>& lastProcessed);
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// Calculates the new camera state with velocities and time since last frame
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void step(double dt, bool directTouch = false);
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// Called each frame we have no new input, used to reset data
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void resetAfterInput();
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// Sets _tap to true, called if tap occured current frame (called from touchmodule)
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void tap();
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// Set touchactive as true from the touchmodule if incoming list isn't empty, used to
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// void mouse input
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void touchActive(bool active);
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// Get & Setters
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Camera* getCamera();
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const SceneGraphNode* getFocusNode();
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void setFocusNode(const SceneGraphNode* focusNode);
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void setCamera(Camera* camera);
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private:
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/* Function that calculates the new camera state such that it minimizes the L2 error
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* in screenspace
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* between contact points and surface coordinates projected to clip space using LMA
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*/
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void directControl(const std::vector<TouchInputHolder>& list);
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/* Traces each contact point into the scene as a ray
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* if the ray hits a node, save the id, node and surface coordinates the cursor hit
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* in the list _selected
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*/
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void findSelectedNode(const std::vector<TouchInputHolder>& list);
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/* Returns an int (ROT = 0, PINCH, PAN, ROLL, PICK) for what interaction to be used,
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* depending on what input was gotten
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*/
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int interpretInteraction(const std::vector<TouchInputHolder>& list,
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const std::vector<TouchInput>& lastProcessed);
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// Compute new velocity according to the interpreted action
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void computeVelocities(const std::vector<TouchInputHolder>& list,
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const std::vector<TouchInput>& lastProcessed);
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//Compute velocity based on double-tap for zooming
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double computeTapZoomDistance(double zoomGain);
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//Compute coefficient for velocity decay to be applied in decceleration
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double computeConstTimeDecayCoefficient(double velocity);
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/* Decelerate the velocities. Function is called in step() but is dereferenced from
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* frame time to assure same behaviour on all systems
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*/
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void decelerate(double dt);
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// Resets all properties that can be changed in the GUI to default
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void resetPropertiesToDefault();
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Camera* _camera = nullptr;
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// Property variables
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properties::StringProperty _origin;
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properties::BoolProperty _unitTest;
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properties::BoolProperty _touchActive;
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properties::BoolProperty _disableZoom;
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properties::BoolProperty _disableRoll;
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properties::TriggerProperty _reset;
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properties::IntProperty _maxTapTime;
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properties::IntProperty _deceleratesPerSecond;
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properties::FloatProperty _touchScreenSize;
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properties::FloatProperty _tapZoomFactor;
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properties::FloatProperty _pinchZoomFactor;
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properties::FloatProperty _nodeRadiusThreshold;
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properties::FloatProperty _rollAngleThreshold;
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properties::FloatProperty _orbitSpeedThreshold;
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properties::FloatProperty _spinSensitivity;
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properties::FloatProperty _zoomSensitivityExponential;
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properties::FloatProperty _zoomSensitivityProportionalDist;
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properties::FloatProperty _zoomSensitivityDistanceThreshold;
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properties::FloatProperty _zoomBoundarySphereMultiplier;
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properties::DoubleProperty _zoomInLimit;
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properties::DoubleProperty _zoomOutLimit;
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properties::FloatProperty _inputStillThreshold;
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properties::FloatProperty _centroidStillThreshold;
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properties::BoolProperty _panEnabled;
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properties::FloatProperty _interpretPan;
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properties::FloatProperty _slerpTime;
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properties::Vec4Property _friction;
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properties::FloatProperty _pickingRadiusMinimum;
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properties::FloatProperty _constTimeDecay_secs;
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#ifdef TOUCH_DEBUG_PROPERTIES
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struct DebugProperties : PropertyOwner {
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DebugProperties();
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properties::StringProperty interactionMode;
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properties::IntProperty nFingers;
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properties::StringProperty interpretedInteraction;
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properties::FloatProperty normalizedCentroidDistance;
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properties::FloatProperty minDiff;
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properties::FloatProperty rollOn;
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} _debugProperties;
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int pinchConsecCt = 0;
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double pinchConsecZoomFactor = 0;
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int stepVelUpdate = 0;
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#endif
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std::array<TouchInputHolder, 2> _pinchInputs;
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// Class variables
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VelocityStates _vel;
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VelocityStates _lastVel;
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VelocityStates _sensitivity;
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double _projectionScaleFactor = 1.000004;
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double _currentRadius = 1.0;
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double _slerpdT = 10001.0;
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double _timeSlack = 0.0;
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std::chrono::milliseconds _time;
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bool _directTouchMode = false;
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bool _wasPrevModeDirectTouch = false;
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bool _tap = false;
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bool _doubleTap = false;
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bool _zoomOutTap = false;
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bool _lmSuccess = true;
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std::vector<DirectInputSolver::SelectedBody> _selected;
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SceneGraphNode* _pickingSelected = nullptr;
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DirectInputSolver _solver;
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glm::dquat _toSlerp = glm::dquat(1.0, 0.0, 0.0, 0.0);
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glm::vec2 _centroid = glm::vec2(0.f);
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FrameTimeAverage _frameTimeAvg;
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struct ConstantTimeDecayCoefficients {
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double zoom = 0.0;
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double orbit = 0.0;
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double roll = 0.0;
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double pan = 0.0;
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};
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ConstantTimeDecayCoefficients _constTimeDecayCoeff;
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};
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} // openspace namespace
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#endif // __OPENSPACE_MODULE_TOUCH___TOUCH_INTERACTION___H__
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