Files
OpenSpace/modules/touch/include/touchinteraction.h
Emma Broman a0f9e88432 Feature/touch fixes (#2463)
* 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
2023-02-01 12:44:34 +01:00

245 lines
9.8 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2023 *
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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/include/directinputsolver.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/triggerproperty.h>
#include <openspace/properties/vector/ivec2property.h>
#include <openspace/properties/vector/vec4property.h>
#include <array>
#include <chrono>
#include <memory>
//#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 constexpr int TotalSamples = 10;
int _nSamples = 0;
double _samples[TotalSamples];
int _index = 0;
};
class TouchInteraction : public properties::PropertyOwner {
public:
TouchInteraction();
// for interpretInteraction()
enum Type {
ROTATION = 0,
PINCH,
PAN,
ROLL,
PICK,
ZOOM_OUT
};
// Stores the velocity in all 6 DOF
struct VelocityStates {
glm::dvec2 orbit = glm::dvec2(0.0);
double zoom = 0.0;
double roll = 0.0;
glm::dvec2 pan = glm::dvec2(0.0);
};
/* Main function call
* 1 Checks if doubleTap occured
* 2 If the node in focus is large enough and all contact points have selected it,
* calls directControl() function for direct-manipulation
* 3 Updates std::vector<SelectedBody> _selected (only if LMA successfully
* converged, avoids interaction to snap on LMA fails)
* 4 If directControl() wasn't called this frame, interpret the incoming
* list and decide what type of interaction this frame should do
* 5 Compute the new total velocities after interaction
* 6 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<TouchInputHolder>& list,
std::vector<TouchInput>& lastProcessed);
// Calculates the new camera state with velocities and time since last frame
void step(double dt, bool directTouch = false);
// 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:
/* 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<TouchInputHolder>& 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<TouchInputHolder>& 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<TouchInputHolder>& list,
const std::vector<TouchInput>& lastProcessed);
// Compute new velocity according to the interpreted action
void computeVelocities(const std::vector<TouchInputHolder>& list,
const std::vector<TouchInput>& 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);
/* 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 resetPropertiesToDefault();
Camera* _camera = nullptr;
// Property variables
properties::StringProperty _origin;
properties::BoolProperty _unitTest;
properties::BoolProperty _touchActive;
properties::BoolProperty _disableZoom;
properties::BoolProperty _disableRoll;
properties::TriggerProperty _reset;
properties::IntProperty _maxTapTime;
properties::IntProperty _deceleratesPerSecond;
properties::FloatProperty _touchScreenSize;
properties::FloatProperty _tapZoomFactor;
properties::FloatProperty _pinchZoomFactor;
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::Vec4Property _friction;
properties::FloatProperty _pickingRadiusMinimum;
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
std::array<TouchInputHolder, 2> _pinchInputs;
// Class variables
VelocityStates _vel;
VelocityStates _lastVel;
VelocityStates _sensitivity;
double _projectionScaleFactor = 1.000004;
double _currentRadius = 1.0;
double _slerpdT = 10001.0;
double _timeSlack = 0.0;
std::chrono::milliseconds _time;
bool _directTouchMode = false;
bool _wasPrevModeDirectTouch = false;
bool _tap = false;
bool _doubleTap = false;
bool _zoomOutTap = false;
bool _lmSuccess = true;
std::vector<DirectInputSolver::SelectedBody> _selected;
SceneGraphNode* _pickingSelected = nullptr;
DirectInputSolver _solver;
glm::dquat _toSlerp = glm::dquat(1.0, 0.0, 0.0, 0.0);
glm::vec2 _centroid = glm::vec2(0.f);
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__