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- /**************************************************************************/
- /* openxr_composition_layer_quad.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "openxr_composition_layer_quad.h"
- #include "../extensions/openxr_composition_layer_extension.h"
- #include "../openxr_api.h"
- #include "../openxr_interface.h"
- #include "scene/3d/mesh_instance_3d.h"
- #include "scene/main/viewport.h"
- #include "scene/resources/3d/primitive_meshes.h"
- OpenXRCompositionLayerQuad::OpenXRCompositionLayerQuad() {
- composition_layer = {
- XR_TYPE_COMPOSITION_LAYER_QUAD, // type
- nullptr, // next
- 0, // layerFlags
- XR_NULL_HANDLE, // space
- XR_EYE_VISIBILITY_BOTH, // eyeVisibility
- {}, // subImage
- { { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
- { (float)quad_size.x, (float)quad_size.y }, // size
- };
- openxr_layer_provider = memnew(OpenXRViewportCompositionLayerProvider((XrCompositionLayerBaseHeader *)&composition_layer));
- }
- OpenXRCompositionLayerQuad::~OpenXRCompositionLayerQuad() {
- }
- void OpenXRCompositionLayerQuad::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_quad_size", "size"), &OpenXRCompositionLayerQuad::set_quad_size);
- ClassDB::bind_method(D_METHOD("get_quad_size"), &OpenXRCompositionLayerQuad::get_quad_size);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "quad_size", PROPERTY_HINT_NONE, ""), "set_quad_size", "get_quad_size");
- }
- void OpenXRCompositionLayerQuad::_on_openxr_session_begun() {
- OpenXRCompositionLayer::_on_openxr_session_begun();
- if (openxr_api) {
- composition_layer.space = openxr_api->get_play_space();
- }
- }
- Ref<Mesh> OpenXRCompositionLayerQuad::_create_fallback_mesh() {
- Ref<QuadMesh> mesh;
- mesh.instantiate();
- mesh->set_size(quad_size);
- return mesh;
- }
- void OpenXRCompositionLayerQuad::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
- Transform3D transform = get_transform();
- Quaternion quat(transform.basis.orthonormalized());
- composition_layer.pose.orientation = { (float)quat.x, (float)quat.y, (float)quat.z, (float)quat.w };
- composition_layer.pose.position = { (float)transform.origin.x, (float)transform.origin.y, (float)transform.origin.z };
- } break;
- }
- }
- void OpenXRCompositionLayerQuad::set_quad_size(const Size2 &p_size) {
- quad_size = p_size;
- composition_layer.size = { (float)quad_size.x, (float)quad_size.y };
- update_fallback_mesh();
- }
- Size2 OpenXRCompositionLayerQuad::get_quad_size() const {
- return quad_size;
- }
- Vector2 OpenXRCompositionLayerQuad::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
- Transform3D quad_transform = get_global_transform();
- Vector3 quad_normal = quad_transform.basis.get_column(2);
- float denom = quad_normal.dot(p_direction);
- if (Math::abs(denom) > 0.0001) {
- Vector3 vector = quad_transform.origin - p_origin;
- float t = vector.dot(quad_normal) / denom;
- if (t < 0.0) {
- return Vector2(-1.0, -1.0);
- }
- Vector3 intersection = p_origin + p_direction * t;
- Vector3 relative_point = intersection - quad_transform.origin;
- Vector2 projected_point = Vector2(
- relative_point.dot(quad_transform.basis.get_column(0)),
- relative_point.dot(quad_transform.basis.get_column(1)));
- if (Math::abs(projected_point.x) > quad_size.x / 2.0) {
- return Vector2(-1.0, -1.0);
- }
- if (Math::abs(projected_point.y) > quad_size.y / 2.0) {
- return Vector2(-1.0, -1.0);
- }
- float u = 0.5 + (projected_point.x / quad_size.x);
- float v = 1.0 - (0.5 + (projected_point.y / quad_size.y));
- return Vector2(u, v);
- }
- return Vector2(-1.0, -1.0);
- }
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