Mercurial > hg > ccmieditor
view native/Falcon/HapticManager.cpp @ 8:ea7885bd9bff tip
fixed bug : render solid line as dotted/dashed when moving the stylus from dotted/dashed to solid
author | ccmi-guest |
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date | Thu, 03 Jul 2014 16:12:20 +0100 |
parents | d66dd5880081 |
children |
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/* CCmI Editor - A Collaborative Cross-Modal Diagram Editing Tool Copyright (C) 2011 Queen Mary University of London (http://ccmi.eecs.qmul.ac.uk/) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "HapticManager.h" using namespace HAPI; // Render a sphere using OpenGL calls. void drawSphere() { GLUquadricObj* pObj = gluNewQuadric(); gluSphere(pObj, 0.0010, 10, 10); gluDeleteQuadric(pObj ); } HapticManager::HapticManager(CollectionsManager * cManager, void (*func)( const jchar cmd, const jint ID, const jdouble startx, const jdouble starty, const jdouble endx, const jdouble endy) ) : executeCommand(func), cm(cManager), force_effect(0), last_touched_point(NULL), last_touched_line(NULL),magnetic_mode(LOOSE), pickup_mode(RELEASED), object_unselected(false), magnetic_mode_changed(false), pickedup_point(NULL), pickedup_line(NULL) {} bool HapticManager::init (void){ hd = new AnyHapticsDevice(); // The haptics renderer to use. hd->setHapticsRenderer( new HAPI::GodObjectRenderer() ); /* init the device */ if(hd->initDevice() != HAPIHapticsDevice::SUCCESS){ return false; } /* enable the device ( forces and positions will be updated) */ hd->enableDevice(); return true; } /* draws the visual diagram every time it's called. The haptic diagram is redrawn only if * * something has changed in the diagram ( redraw_haptic_scene = true ) as, unlike openGL, * * it doesn't need to be drawn at each frame but only once */ void HapticManager::drawDiagram(bool redraw_haptics_scene, bool pickup, int _attract_to ){ /* STOP_ATTRACTION means the object has been reached (or eventually deleted). The attraction * * force must therefore be stopped and a redrawing of the haptic forces is necessary */ if(attraction_mode == STOP_ATTRACTION){ attraction_mode = NO_ATTRACTION; attract_to = NO_ID; redraw_haptics_scene = true; } /* _attract_to is different from NO_ID there is no attraction going on (attraction_mode = NO_ATTRACTION)* * It differs from STOP_ATTRACTION in that the haptic scene doesn't have to be repainted */ if(_attract_to != NO_ID){ attract_to = _attract_to; attraction_mode = ACTIVE; redraw_haptics_scene = true; } if(magnetic_mode_changed){ redraw_haptics_scene = true; magnetic_mode_changed = false; } if(pickup){ pickup_mode = START_DRAGGING; redraw_haptics_scene = true; } /* wash before use */ if(redraw_haptics_scene){ point_set.clear(); line_set.clear(); point_id_map.clear(); line_id_map.clear(); } /* --- draw the edges --- */ glPushAttrib(GL_ENABLE_BIT); glColor3f(1.0f,0.0f,0.0f); // Red glLineWidth(2.0); glDisable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); int numEdges = cm->getEdgesNum(); for ( int i = 0; i < numEdges; i++){ /* draw the edge in openGL */ CollectionsManager::EdgeData & ed = cm->getEdgeData(i); glPushAttrib(GL_ENABLE_BIT); glLineStipple(1, ed.stipplePattern); glEnable(GL_LINE_STIPPLE); glBegin(GL_LINES); for(unsigned int j = 0; j < ed.getSize(); j++){ for(unsigned int k = j; k < ed.getSize(); k++){ if(ed.adjMatrix[j][k]){ glVertex3d(ed.x[j]*2,ed.y[j]*GRAPHIC_SCALE,0); glVertex3d(ed.x[k]*2,ed.y[k]*GRAPHIC_SCALE,0); } } } glEnd(); glPopAttrib(); /* update haptics edge line set if a change in the collection occurred */ if(redraw_haptics_scene){ /* build the vector with the edges*/ for(unsigned int j = 0; j < ed.getSize(); j++){ for(unsigned int k = j; k < ed.getSize(); k++){ if(ed.adjMatrix[j][k]){ line_set.push_back(Collision::LineSegment ( Vec3(ed.x[j],ed.y[j],0), Vec3(ed.x[k],ed.y[k],0) )); } } } for(vector< HAPI::Collision::LineSegment>::iterator itr = line_set.begin(); itr != line_set.end(); itr++){ line_id_map.insert(pair<Collision::LineSegment*,int>(&(*itr),ed.hapticId)); } } } glPopAttrib(); /* --- draw the nodes --- */ int numNodes = cm->getNodesNum(); glColor3f(1.0f, 1.0f, 1.0f); // white for( int i = 0; i < numNodes; i++){ /* draw the nodes in openGL */ glPushMatrix(); CollectionsManager::NodeData &nd = cm->getNodeData(i); glTranslated(nd.x*GRAPHIC_SCALE,nd.y*GRAPHIC_SCALE, 0); drawSphere(); glPopMatrix(); /* update haptics node line set if a change in the collection occurred */ if(redraw_haptics_scene){ point_set.push_back(Vec3(nd.x,nd.y,0)); point_id_map.insert(pair<Collision::Point*,int>(&(point_set.back()),nd.hapticId)) ; } } /* --- update the haptic force if a change in the collection occurred --- */ if(redraw_haptics_scene){ /* reset the effects and set up new one, otherwise they would accumulate */ hd->clearEffects(); /* first lines */ if(!line_set.empty()){ /* force according to the current attraction_mode */ int force_factor = (magnetic_mode == STICKY) ? LINE_FORCE_FACTOR_STICKY : LINE_FORCE_FACTOR_LOOSE; /* if the user is dragging or looking for an object, the force * * factor is always loose until she drops or find the object */ if(pickup_mode == DRAGGING || pickup_mode == START_DRAGGING || attraction_mode == ACTIVE){ force_factor = LOOSE; } /* update the force */ force_effect.reset( new HapticShapeConstraint(new HapticLineSet( line_set, 0 ),force_factor)); hd->addEffect(force_effect.get()); /* recalculate last_touched_line if it was != NULL as the pointed * object is now destroyed after clear() and replaced with a new one */ if(last_touched_line != NULL){ last_touched_line = NULL; vector<Collision::LineSegment>::iterator itr; Vec3 closest_point, normal, tex_coord; for( itr=line_set.begin(); itr != line_set.end(); itr++ ){ itr->closestPoint(proxy_pos,closest_point,normal,tex_coord); if(pointsDistance(closest_point,proxy_pos) < LINE_COLLISION_THRESHOLD){ last_touched_line = &(*itr); break; } } if(last_touched_line == NULL){ /* touched line was != NULL and now is NULL. It means it has been deleted * * while being touched, therefore an unselect command must be issued */ object_unselected = true; } } }else if(last_touched_line != NULL){ /* if last_touuched_line was != null it means an edge has been deleted * * which was being touched, therefore un unselect command must be issued */ object_unselected = true; /* if there are no lines there cannot be a last touched one */ last_touched_line = NULL; } /* now points */ if(!point_set.empty()){ /* update the force */ force_effect.reset( new HapticShapeConstraint(new HapticPointSet( point_set, 0 ),POINT_FORCE_FACTOR ) ); hd->addEffect(force_effect.get()); /* recalculate lastTouchedNode if it was != NULL as the pointed object is now destroyed after clear() */ if(last_touched_point != NULL){ last_touched_point = NULL; vector<Collision::Point>::iterator itr; for(itr=point_set.begin(); itr != point_set.end(); itr++ ){ if(pointsDistance(itr->position,proxy_pos) < POINT_COLLISION_THRESHOLD ){ last_touched_point = &(*itr); break; } } if(last_touched_point == NULL){ /* touched point was != NULL and now is NULL. It means it has been deleted * * while being touched, therefore an unselect command must be issued */ object_unselected = true; } } }else if(last_touched_point != NULL){ /* if last_touuched_point was != null it means a node has been deleted * * which was being touched, therefore un unselect command must be issued */ object_unselected = true; /* if there are no points there cannot be a last touched one */ last_touched_point = NULL; } if(pickup_mode == START_DRAGGING && attraction_mode == NO_ATTRACTION){ force_effect.reset(new HapticSpring(proxy_pos,SPRING_FORCE_FACTOR)); hd->addEffect(force_effect.get()); /* spring force is initialized not pickup_mode goes to DRAGGING*/ pickup_mode = DRAGGING; }else if(attraction_mode == ACTIVE){ bool found = false; /* let's look for the object into the nodes */ for(map<HAPI::Collision::Point*,int>::iterator itr = point_id_map.begin();itr != point_id_map.end(); itr++){ if( (*itr).second == attract_to ){ force_effect.reset(new HapticSpring(((*itr).first)->position,SPRING_FORCE_FACTOR)); hd->addEffect(force_effect.get()); found = true; break; } } /* if not found look into the edges */ if(!found){ for(map<HAPI::Collision::LineSegment*,int>::iterator itr = line_id_map.begin();itr != line_id_map.end(); itr++){ if( (*itr).second == attract_to ){ HAPI::Collision::LineSegment* line_ptr = (*itr).first; force_effect.reset(new HapticSpring( midPoint(line_ptr->start, line_ptr->end), SPRING_FORCE_FACTOR)); hd->addEffect(force_effect.get()); found = true; break; } } } if(!found){ /* element has been deleted before user could reach it: go back to normal */ attraction_mode = STOP_ATTRACTION; } } /* just deallocate the memory for the last force effect */ force_effect.reset(); /* tranfer all the forces to the device */ hd->transferObjects(); } } void HapticManager::drawCursor(){ HAPIHapticsRenderer *hr = hd->getHapticsRenderer(); if( hr ) { /* save the proxy pos in a global variable */ proxy_pos = static_cast< HAPIProxyBasedRenderer * >(hr)->getProxyPosition(); glPushMatrix(); glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT); glTranslatef( (GLfloat)proxy_pos.x*GRAPHIC_SCALE, (GLfloat)proxy_pos.y*GRAPHIC_SCALE, (GLfloat)proxy_pos.z ); glEnable(GL_COLOR_MATERIAL); glColor3f(0.0f, 0.5f, 1.0f);// Blue drawSphere(); glPopAttrib(); glPopMatrix(); } } bool HapticManager::checkNodeCollision(){ /* if the proxy goes far enough from the last touched node, then * * lastTouched node can be set back to NULL */ bool do_unselect = false; if(last_touched_point != NULL){ if(pointsDistance(last_touched_point->position, proxy_pos) > POINT_COLLISION_THRESHOLD){ last_touched_point = NULL; do_unselect = true; } } /* find the closest point among those closer than POINT_COLLISION_THRESHOLD */ vector<Collision::Point>::iterator itr; HAPI::Collision::Point* found_point = NULL; double min_dist = POINT_COLLISION_THRESHOLD; double dist; for(itr=point_set.begin(); itr != point_set.end(); itr++ ){ if((dist = pointsDistance(itr->position,proxy_pos)) < min_dist ){ found_point = &(*itr); min_dist = dist; } } if(found_point != NULL){ /* if the last touched point is the same, it means the cursor was * * already on it therefore do nothing as the node name is uttered only when * * the proxy comes across it and not at each frame (it would make a mess) */ if(last_touched_point != found_point){ last_touched_point = found_point; /* Setting last_touched_line to NULL, means untouching the eventual touching line. * * When a node is touched, the connected lines are indeed untouched as only one object * * at time can be touching the position proxy */ last_touched_line = NULL; int point_id = point_id_map[last_touched_point]; /* select the node for eventual highlighting int the java tree */ executeCommand(SELECT_CMD,point_id,0,0,0,0); /* utter the name of the node */ executeCommand(SPEAK_NAME_CMD,point_id,0,0,0,0); if(attraction_mode == ACTIVE && point_id == attract_to){ /* we reached the attracting node, stop the attraction force */ attraction_mode = STOP_ATTRACTION; } } return true; } if(do_unselect) executeCommand(UNSELECT_CMD,0,0,0,0,0); return false; } bool HapticManager::checkEdgeCollision(){ Vec3 closest_point, normal, tex_coord; /* id is taken from the last touched line is overwritten. To understand why suppose we have an edge * * made of two lines A and B. When going from one line to another we don't have to utter the name (see * * comment below. last_touched_line goes from a to NULL before being set to B. If lastTouchedLineId is * * calculated before checking for NULL-ness it will become -1 and it won't be useful anymore to avoid * * uttering the edge name when going from A to B. In this way instead proxy goes from A to B, the id is * * to A's, last_touched_line becomes NULL and then it becomes B, but the name is not uttered because id * * is the same. This is a very long comment. I want to finish the line to make it look better. bye bye */ int lastTouchedLineId = (last_touched_line == NULL) ? - 1 : line_id_map[last_touched_line]; bool do_unselect = false; /* if the proxy goes far enough from the last touched line, then last_touched_line can be set back to NULL */ if(last_touched_line != NULL){ last_touched_line->closestPoint(proxy_pos,closest_point,normal,tex_coord); if(pointsDistance(closest_point, proxy_pos) > LINE_COLLISION_THRESHOLD){ last_touched_line = NULL; do_unselect = true; } } /* find the closest line to the proxy among those closer than LINE_COLLISION_THRESHOLD */ vector<Collision::LineSegment>::iterator itr; HAPI::Collision::LineSegment* found_line = NULL; double min_dist = LINE_COLLISION_THRESHOLD; double dist; for( itr=line_set.begin(); itr != line_set.end(); itr++ ){ itr->closestPoint(proxy_pos,closest_point,normal,tex_coord); if((dist = pointsDistance(closest_point,proxy_pos)) < min_dist){ found_line = &(*itr); min_dist = dist; } } if(found_line != NULL){ last_touched_line = found_line; /* proxy can touch only one object at time either line or point */ last_touched_point = NULL; /* An edge can be broken into several lines. Such lines will map to the same edge id * * If the proxy detouches from a line but immediately touches another line mapped to * * the same id, it just means the proxy is going aling the line and therefore no * * name must be uttered again (the name must be uttered when touching an edge and * * not when touching each line. We keep track of the last touched id and if it's the * * as te new touched line id, then nothing is uttered, for we're on the same edge */ if(lastTouchedLineId != line_id_map[last_touched_line]){ int line_id = line_id_map[last_touched_line]; /* select the node for eventual highlighting int the java tree */ executeCommand(SELECT_CMD,line_id,0,0,0,0); /* utter the name of the edge */ executeCommand(SPEAK_NAME_CMD,line_id,0,0,0,0); if(attraction_mode == ACTIVE && line_id == attract_to){ /* we reached the attracting node, stop the attraction force */ attraction_mode = STOP_ATTRACTION; } } return true; } if(do_unselect){ executeCommand(UNSELECT_CMD,0,0,0,0,0); } return false; } bool HapticManager::checkUnselection(void){ if(object_unselected){ object_unselected = false; executeCommand(UNSELECT_CMD,0,0,0,0,0); return true; } return false; } bool HapticManager::checkButtons(void){ HAPIInt32 status = hd->getButtonStatus(); /* handle the buttons. Buttons can be pressed one at time. If a button is pressed all the * * other buttons (either when pressed or released) are ignored untill the button is released */ if(pressed_button == NO_BUTTON){ if(status & FRONT_BUTTON){ /* front button pressed, change how magnetic the lines are */ pressed_button = FRONT_BUTTON; /* switch from sticky to loose and vice versa */ magnetic_mode = (magnetic_mode == STICKY) ? LOOSE : STICKY; magnetic_mode_changed = true; /* make a sound according to the new attraction mode */ executeCommand(PLAY_SOUND_CMD, (magnetic_mode == STICKY) ? STICKY_MODE_SOUND : LOOSE_MODE_SOUND ,0,0,0,0); return true; }else if(status & REAR_BUTTON){ pressed_button = REAR_BUTTON; /* rear button pressed: First time it picks up an object, second time it drops it */ if(pickup_mode == RELEASED){ // pickup mode was released, then now user picked up an object if(last_touched_point != NULL){ pickedup_point = last_touched_point; last_dragging_pos = pickedup_point->position; // last_dragging_pos used in checkMotion /* send a pickup command to the Java thread which will in turn issue another pickup * * command to this thread (pickup = true in drawDiagram) if the lock could be granted */ executeCommand(PICKUP_CMD,point_id_map[last_touched_point],0,0,0,0); }else if(last_touched_line != NULL){ pickedup_line = last_touched_line; pickup_line_pos = proxy_pos; // the point where the line was picked up last_dragging_pos = proxy_pos;// last_dragging_pos used in checkMotion executeCommand(PICKUP_CMD,line_id_map[last_touched_line],0,0,0,0); }/* else user picked up thin air. Do nothing. */ }else if(pickup_mode == DRAGGING){ // pickup mode was dragging, then now user dropped an object pickup_mode = RELEASED; Vec3 & new_position = hapticToScreenSpace(Vec3(proxy_pos), cm->getScreenWidth(), cm->getScreenHeight()); if(pickedup_point){ executeCommand(MOVE_CMD,point_id_map[pickedup_point],new_position.x,new_position.y,0,0); pickedup_point = NULL; }else{ hapticToScreenSpace(pickup_line_pos, cm->getScreenWidth(), cm->getScreenHeight()); executeCommand(MOVE_CMD, line_id_map[pickedup_line], new_position.x, new_position.y, pickup_line_pos.x, pickup_line_pos.y); pickedup_line = NULL; } return true; } } else if(status & ( LEFT_BUTTON | RIGHT_BUTTON )){ // either left or right button pressed pressed_button = (status == LEFT_BUTTON) ? LEFT_BUTTON : RIGHT_BUTTON; if(last_touched_point != NULL){ // priority to nodes executeCommand(SPEAK_INFO_CMD,point_id_map[last_touched_point], 0,0,0,0); return true; } if(last_touched_line != NULL){ executeCommand(SPEAK_INFO_CMD,line_id_map[last_touched_line], 0,0,0,0); return true; } } } else if ( /* deactivate the buttons */ (pressed_button == FRONT_BUTTON && !(status & FRONT_BUTTON)) || (pressed_button == REAR_BUTTON && !(status & REAR_BUTTON)) || (pressed_button == LEFT_BUTTON && !(status & LEFT_BUTTON)) || (pressed_button == RIGHT_BUTTON && !(status & RIGHT_BUTTON))) { pressed_button = NO_BUTTON; } return false; } bool HapticManager::checkMotion(void){ if(pickup_mode != DRAGGING) return false; if(pointsDistance(proxy_pos,last_dragging_pos) > DRAGGING_SOUND_THRESHOLD){ last_dragging_pos = proxy_pos; executeCommand(PLAY_SOUND_CMD,DRAGGING_SOUND,0,0,0,0); return true; } return false; } void HapticManager::dispose(void){ hd->releaseDevice(); delete hd; } /* static constants initialization */ const int HapticManager::NO_ID = 0; const int HapticManager::GRAPHIC_SCALE = 2; const int HapticManager::SPRING_FORCE_FACTOR = 200; const int HapticManager::LINE_FORCE_FACTOR_STICKY = 2000; const int HapticManager::LINE_FORCE_FACTOR_LOOSE = 100; const int HapticManager::POINT_FORCE_FACTOR = 20; const double HapticManager::POINT_COLLISION_THRESHOLD = 0.0025; const double HapticManager::LINE_COLLISION_THRESHOLD = 0.0025; const double HapticManager::DRAGGING_SOUND_THRESHOLD = 0.01; const int HapticManager::LOOSE_MODE_SOUND = 0; const int HapticManager::STICKY_MODE_SOUND = 1; const int HapticManager::DRAGGING_SOUND = 3; const char HapticManager::MOVE_CMD = 'm'; const char HapticManager::PLAY_SOUND_CMD = 'g'; const char HapticManager::SPEAK_NAME_CMD = 't'; const char HapticManager::PICKUP_CMD = 'c'; const char HapticManager::SPEAK_INFO_CMD = 'i'; const char HapticManager::SELECT_CMD = 's'; const char HapticManager::UNSELECT_CMD = 'u'; const HAPIInt32 HapticManager::FRONT_BUTTON = (1 << 2); const HAPIInt32 HapticManager::LEFT_BUTTON = (1 << 1); const HAPIInt32 HapticManager::RIGHT_BUTTON = (1 << 3); const HAPIInt32 HapticManager::REAR_BUTTON = (1 << 0); const HAPIInt32 HapticManager::NO_BUTTON = 0;