1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477
|
/************************************************************************
*
* Copyright (C) 2023-2025 IRCAD France
*
* This file is part of Sight.
*
* Sight is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Sight is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with Sight. If not, see <https://www.gnu.org/licenses/>.
*
***********************************************************************/
#include "viz/scene3d/interactor/predefined_position_interactor.hpp"
#include "viz/scene3d/interactor/detail/trackball.hpp"
#include "viz/scene3d/registry/macros.hpp"
#include <core/com/signal.hxx>
#include <OGRE/Ogre.h>
#include <OGRE/OgreCamera.h>
#include <OGRE/OgreNode.h>
#include <OGRE/OgreSceneNode.h>
#include <algorithm>
// cspell:ignore Slerp
namespace sight::viz::scene3d::interactor
{
// ----------------------------------------------------------------------------
predefined_position_interactor::predefined_position_interactor(
layer::sptr _layer,
bool _layer_order_dependant,
std::vector<predefined_position_t> _positions,
const std::optional<std::string>& _default_position,
bool _animate,
bool _follow_orientation,
float _zoom,
const Ogre::Vector3& _view_up
) :
base(_layer, _layer_order_dependant),
m_timer(core::thread::get_default_worker()->create_timer()),
m_predefined_positions(std::move(_positions)),
m_animate(_animate),
m_follow_orientation(_follow_orientation),
m_view_up(_view_up),
m_zoom_config(_zoom)
{
this->init();
if(_default_position)
{
if(const auto& found = std::find_if(
m_predefined_positions.begin(),
m_predefined_positions.end(),
[&](auto& _pos)
{
return _pos.name == *_default_position;
});
found != m_predefined_positions.end())
{
to_predefined_position(std::size_t(found - m_predefined_positions.begin()), false);
}
}
}
// ----------------------------------------------------------------------------
predefined_position_interactor::~predefined_position_interactor()
{
// Join the animation thread if necessary
if(m_timer)
{
m_timer->stop();
m_timer.reset();
}
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::mouse_move_event(
mouse_button _button,
modifier /*_mods*/,
int /*_x*/,
int /*_y*/,
int _dx,
int _dy
)
{
if(m_mouse_move)
{
if(_button == left)
{
if(!m_timer->is_running())
{
this->camera_rotate_by_mouse(_dx, _dy);
m_layer.lock()->request_render();
}
else
{
m_layer.lock()->cancel_further_interaction();
}
}
}
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::wheel_event(modifier /*_mods*/, double _delta, int _x, int _y)
{
if(auto layer = m_layer.lock())
{
if(is_in_layer(_x, _y, layer, m_layer_order_dependant))
{
constexpr float mouse_scale = 0.01F;
// The zoom factor is reduced when coming closer and increased when going away
const float new_zoom = m_zoom * std::pow(0.85F, static_cast<float>(_delta) * mouse_scale);
// Moreover we cannot pass through the center of the trackball
const float z = (m_zoom - new_zoom) * 200.F / (m_mouse_scale);
// Update the center of interest for future rotations
m_look_at_z -= z;
this->update_camera_focal_length();
m_zoom = new_zoom;
// Translate the camera.
Ogre::Camera* const camera = layer->get_default_camera();
Ogre::SceneNode* const cam_node = camera->getParentSceneNode();
cam_node->translate(Ogre::Vector3(0, 0, -1) * z, Ogre::Node::TS_LOCAL);
m_layer.lock()->request_render();
}
}
}
//------------------------------------------------------------------------------
void predefined_position_interactor::pinch_gesture_event(double _scale_factor, int _center_x, int _center_y)
{
wheel_event({}, _scale_factor * 8, _center_x, _center_y);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::reset()
{
if(auto layer = m_layer.lock())
{
layer->reset_camera_coordinates();
m_last_orientation = Ogre::Quaternion();
auto current_position = m_current_position_idx;
this->init();
this->follow_transform();
if(current_position.has_value())
{
this->to_predefined_position(current_position.value(), m_animate);
}
}
}
//------------------------------------------------------------------------------
void predefined_position_interactor::key_press_event(int _key, modifier /*_mods*/, int _mouse_x, int _mouse_y)
{
if(_key == 'R' || _key == 'r')
{
bool in_layer = false;
if(auto layer = m_layer.lock())
{
in_layer = is_in_layer(_mouse_x, _mouse_y, layer, m_layer_order_dependant);
}
if(in_layer && !m_timer->is_running())
{
this->reset();
}
}
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::resize_event(int _width, int _height)
{
const Ogre::SceneManager* const scene_manager = m_layer.lock()->get_scene_manager();
Ogre::Camera* const camera =
scene_manager->getCamera(viz::scene3d::layer::DEFAULT_CAMERA_NAME);
SIGHT_ASSERT("Width and height should be strictly positive", _width > 0 && _height > 0);
const float aspect_ratio = static_cast<float>(_width) / static_cast<float>(_height);
camera->setAspectRatio(aspect_ratio);
m_layer.lock()->request_render();
}
//------------------------------------------------------------------------------
void predefined_position_interactor::init()
{
Ogre::Camera* const camera = m_layer.lock()->get_default_camera();
Ogre::SceneNode* const cam_node = camera->getParentSceneNode();
// Reset camera
cam_node->setPosition(Ogre::Vector3(0, 0, m_look_at_z));
cam_node->lookAt(Ogre::Vector3(0, 0, 1), Ogre::Node::TS_WORLD);
// Rotate camera to its initial wanted orientation (180 on -X)
this->rotate_camera(cam_node, m_camera_init_rotation);
m_current_position_idx = std::nullopt;
}
//------------------------------------------------------------------------------
void predefined_position_interactor::camera_rotate_by_mouse(int _dx, int _dy)
{
Ogre::Camera* const camera = m_layer.lock()->get_default_camera();
detail::camera_rotate(camera, _dx, _dy, m_look_at_z, m_view_up);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::set_scene_length(float _scene_length)
{
m_mouse_scale = static_cast<float>(MOUSE_SCALE_FACTOR) / _scene_length;
m_look_at_z = _scene_length * 1.F / m_zoom_config;
m_zoom = 1.F;
this->update_camera_focal_length();
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::update_camera_focal_length()
{
// Set the focal length using the point of interest of the interactor
// This works well for the trackball but this would need to be adjusted for an another interactor type
// For a FPS camera style for instance, we would fix the focal length once and for all according
// to the scale of the world
const float focal_length = std::max(0.001F, std::abs(m_look_at_z));
const Ogre::SceneManager* const scene_manager = m_layer.lock()->get_scene_manager();
Ogre::Camera* const camera =
scene_manager->getCamera(viz::scene3d::layer::DEFAULT_CAMERA_NAME);
camera->setFocalLength(focal_length);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::next_position()
{
// Initialization and loop over all positions.
if(!m_current_position_idx || m_current_position_idx.value() >= m_predefined_positions.size() - 1)
{
m_current_position_idx = 0;
}
else
{
m_current_position_idx.value()++;
}
this->to_predefined_position(m_current_position_idx.value(), m_animate);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::previous_position()
{
// Initialization and loop over all positions.
if(!m_current_position_idx || m_current_position_idx.value() == 0)
{
m_current_position_idx = m_predefined_positions.size() - 1;
}
else
{
m_current_position_idx.value()--;
}
this->to_predefined_position(m_current_position_idx.value(), m_animate);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::to_predefined_position(std::size_t _idx, bool _animate)
{
SIGHT_ASSERT(
"Cannot move to position '" << _idx << " / " << m_predefined_positions.size() << "'",
_idx < m_predefined_positions.size()
);
if(auto layer = m_layer.lock())
{
// 1. Stop timer if needed
if(m_timer->is_running())
{
m_timer->stop();
}
// Reset the percentage
m_percentage = 0.F;
Ogre::Camera* const camera = layer->get_default_camera();
Ogre::SceneNode* const cam_node = camera->getParentSceneNode();
// Get destination orientation.
const auto& pos = m_predefined_positions[_idx];
// Relative destination in regard of reference (this->init()).
const Ogre::Quaternion rotate_x(Ogre::Degree(pos.rx), Ogre::Vector3(1, 0, 0));
const Ogre::Quaternion rotate_y(Ogre::Degree(pos.ry), Ogre::Vector3(0, 1, 0));
const Ogre::Quaternion rotate_z(Ogre::Degree(pos.rz), Ogre::Vector3(0, 0, 1));
const auto destination = this->transform_quaternion() * m_camera_init_rotation * rotate_z * rotate_y * rotate_x;
// Get current orientation.
const auto origin = cam_node->getOrientation();
// TODO: find a threshold.
if(destination.equals(origin, Ogre::Degree(0.1F)))
{
return;
}
if(_animate)
{
// Compute the number of step.
const auto rotation_path = destination * origin.Inverse();
Ogre::Degree angle;
Ogre::Vector3 axis;
rotation_path.ToAngleAxis(angle, axis);
// Convert to short angle if needed.
const Ogre::Degree short_angle = angle > Ogre::Degree(180) ? Ogre::Degree(360) - angle : angle;
const float nb_step = std::ceil(short_angle.valueDegrees() * 40.F / 180.F);
// Avoid to have gigantic step.
const float step = (nb_step > 0.001F) ? 1.F / nb_step : 1.F;
m_timer->set_function(
[this, layer, origin, destination, cam_node, step]()
{
if(m_timer->is_running())
{
m_timer->stop();
}
m_percentage += step;
const bool is_last_step = m_percentage >= 1.F;
const auto percentage_to_apply = is_last_step ? 1.F : m_percentage;
const auto rotation = Ogre::Quaternion::Slerp(
Ogre::Real(percentage_to_apply),
origin,
destination,
true
);
this->rotate_camera(cam_node, rotation);
layer->request_render();
if(is_last_step)
{
m_percentage = 0.F;
}
else
{
m_timer->set_duration(
std::max(
std::chrono::milliseconds(0),
std::chrono::milliseconds(10) - std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now() - m_last_step_time
)
)
);
m_last_step_time = std::chrono::system_clock::now();
m_timer->set_one_shot(true);
m_timer->start();
}
});
m_timer->set_duration(std::chrono::milliseconds(0));
m_timer->set_one_shot(true);
m_timer->start();
}
else
{
this->rotate_camera(cam_node, destination);
}
m_current_position_idx = _idx;
}
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::set_position(const std::string& _value)
{
const auto it = std::ranges::find_if(
m_predefined_positions,
[_value](const predefined_position_t& _p)
{
return _p.name == _value;
});
const auto index = std::size_t(it - m_predefined_positions.begin());
if(index >= m_predefined_positions.size())
{
SIGHT_ERROR("Cannot move to position '" << index << " / " << m_predefined_positions.size() << "'");
return;
}
this->to_predefined_position(static_cast<std::size_t>(index), m_animate);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::rotate_camera(Ogre::SceneNode* const _cam, const Ogre::Quaternion& _quat) const
{
_cam->translate(Ogre::Vector3(0, 0, -m_look_at_z), Ogre::Node::TS_LOCAL);
_cam->setOrientation(_quat);
_cam->translate(Ogre::Vector3(0, 0, m_look_at_z), Ogre::Node::TS_LOCAL);
}
// ----------------------------------------------------------------------------
void predefined_position_interactor::follow_transform()
{
Ogre::Camera* const camera = m_layer.lock()->get_default_camera();
Ogre::SceneNode* const cam_node = camera->getParentSceneNode();
// Initial rotation.
const auto referential_r = this->transform_quaternion();
// Initial translation
const auto referential_t = m_transform.getTrans();
// 1. Get to origin (remove zoom level)
cam_node->translate(Ogre::Vector3(0, 0, -m_look_at_z), Ogre::Node::TS_LOCAL);
const auto current_r = cam_node->getOrientation();
// 2. Apply transform rotation
// Remove previous transform orientation and go to newest orientation.
if(m_follow_orientation)
{
cam_node->setOrientation(m_last_orientation.Inverse() * referential_r * current_r);
}
// 3. Translate to new target.
cam_node->setPosition(referential_t);
// 4. Get back to same level of zoom
cam_node->translate(Ogre::Vector3(0, 0, m_look_at_z), Ogre::Node::TS_LOCAL);
m_layer.lock()->request_render();
// Store transform orientation for next updates.
m_last_orientation = referential_r;
}
} // namespace sight::viz::scene3d::interactor
|