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- /**************************************************************************/
- /* openxr_composition_layer_cylinder.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_cylinder.h"
- #include "../openxr_interface.h"
- #include "scene/resources/mesh.h"
- OpenXRCompositionLayerCylinder::OpenXRCompositionLayerCylinder() :
- OpenXRCompositionLayer((XrCompositionLayerBaseHeader *)&composition_layer) {
- XRServer::get_singleton()->connect("reference_frame_changed", callable_mp(this, &OpenXRCompositionLayerCylinder::update_transform));
- }
- OpenXRCompositionLayerCylinder::~OpenXRCompositionLayerCylinder() {
- }
- void OpenXRCompositionLayerCylinder::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_radius", "radius"), &OpenXRCompositionLayerCylinder::set_radius);
- ClassDB::bind_method(D_METHOD("get_radius"), &OpenXRCompositionLayerCylinder::get_radius);
- ClassDB::bind_method(D_METHOD("set_aspect_ratio", "aspect_ratio"), &OpenXRCompositionLayerCylinder::set_aspect_ratio);
- ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &OpenXRCompositionLayerCylinder::get_aspect_ratio);
- ClassDB::bind_method(D_METHOD("set_central_angle", "angle"), &OpenXRCompositionLayerCylinder::set_central_angle);
- ClassDB::bind_method(D_METHOD("get_central_angle"), &OpenXRCompositionLayerCylinder::get_central_angle);
- ClassDB::bind_method(D_METHOD("set_fallback_segments", "segments"), &OpenXRCompositionLayerCylinder::set_fallback_segments);
- ClassDB::bind_method(D_METHOD("get_fallback_segments"), &OpenXRCompositionLayerCylinder::get_fallback_segments);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, ""), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_RANGE, "0,100"), "set_aspect_ratio", "get_aspect_ratio");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "central_angle", PROPERTY_HINT_RANGE, "0,360,0.1,or_less,or_greater,radians_as_degrees"), "set_central_angle", "get_central_angle");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "fallback_segments", PROPERTY_HINT_NONE, ""), "set_fallback_segments", "get_fallback_segments");
- }
- Ref<Mesh> OpenXRCompositionLayerCylinder::_create_fallback_mesh() {
- Ref<ArrayMesh> mesh;
- mesh.instantiate();
- float arc_length = radius * central_angle;
- float half_height = ((1.0 / aspect_ratio) * arc_length) / 2.0;
- Array arrays;
- arrays.resize(ArrayMesh::ARRAY_MAX);
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Vector2> uvs;
- Vector<int> indices;
- float delta_angle = central_angle / fallback_segments;
- float start_angle = (-Math_PI / 2.0) - (central_angle / 2.0);
- for (uint32_t i = 0; i < fallback_segments + 1; i++) {
- float current_angle = start_angle + (delta_angle * i);
- float x = radius * Math::cos(current_angle);
- float z = radius * Math::sin(current_angle);
- Vector3 normal(Math::cos(current_angle), 0, Math::sin(current_angle));
- vertices.push_back(Vector3(x, -half_height, z));
- normals.push_back(normal);
- uvs.push_back(Vector2((float)i / fallback_segments, 1));
- vertices.push_back(Vector3(x, half_height, z));
- normals.push_back(normal);
- uvs.push_back(Vector2((float)i / fallback_segments, 0));
- }
- for (uint32_t i = 0; i < fallback_segments; i++) {
- uint32_t index = i * 2;
- indices.push_back(index);
- indices.push_back(index + 1);
- indices.push_back(index + 3);
- indices.push_back(index);
- indices.push_back(index + 3);
- indices.push_back(index + 2);
- }
- arrays[ArrayMesh::ARRAY_VERTEX] = vertices;
- arrays[ArrayMesh::ARRAY_NORMAL] = normals;
- arrays[ArrayMesh::ARRAY_TEX_UV] = uvs;
- arrays[ArrayMesh::ARRAY_INDEX] = indices;
- mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
- return mesh;
- }
- void OpenXRCompositionLayerCylinder::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
- update_transform();
- } break;
- }
- }
- void OpenXRCompositionLayerCylinder::update_transform() {
- composition_layer.pose = get_openxr_pose();
- }
- void OpenXRCompositionLayerCylinder::set_radius(float p_radius) {
- ERR_FAIL_COND(p_radius <= 0);
- radius = p_radius;
- composition_layer.radius = radius;
- update_fallback_mesh();
- }
- float OpenXRCompositionLayerCylinder::get_radius() const {
- return radius;
- }
- void OpenXRCompositionLayerCylinder::set_aspect_ratio(float p_aspect_ratio) {
- ERR_FAIL_COND(p_aspect_ratio <= 0);
- aspect_ratio = p_aspect_ratio;
- composition_layer.aspectRatio = aspect_ratio;
- update_fallback_mesh();
- }
- float OpenXRCompositionLayerCylinder::get_aspect_ratio() const {
- return aspect_ratio;
- }
- void OpenXRCompositionLayerCylinder::set_central_angle(float p_central_angle) {
- ERR_FAIL_COND(p_central_angle <= 0);
- central_angle = p_central_angle;
- composition_layer.centralAngle = central_angle;
- update_fallback_mesh();
- }
- float OpenXRCompositionLayerCylinder::get_central_angle() const {
- return central_angle;
- }
- void OpenXRCompositionLayerCylinder::set_fallback_segments(uint32_t p_fallback_segments) {
- ERR_FAIL_COND(p_fallback_segments == 0);
- fallback_segments = p_fallback_segments;
- update_fallback_mesh();
- }
- uint32_t OpenXRCompositionLayerCylinder::get_fallback_segments() const {
- return fallback_segments;
- }
- Vector2 OpenXRCompositionLayerCylinder::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
- Transform3D cylinder_transform = get_global_transform();
- Vector3 cylinder_axis = cylinder_transform.basis.get_column(1);
- Vector3 offset = p_origin - cylinder_transform.origin;
- float a = p_direction.dot(p_direction - cylinder_axis * p_direction.dot(cylinder_axis));
- float b = 2.0 * (p_direction.dot(offset - cylinder_axis * offset.dot(cylinder_axis)));
- float c = offset.dot(offset - cylinder_axis * offset.dot(cylinder_axis)) - (radius * radius);
- float discriminant = b * b - 4.0 * a * c;
- if (discriminant < 0.0) {
- return Vector2(-1.0, -1.0);
- }
- float t0 = (-b - Math::sqrt(discriminant)) / (2.0 * a);
- float t1 = (-b + Math::sqrt(discriminant)) / (2.0 * a);
- float t = MAX(t0, t1);
- if (t < 0.0) {
- return Vector2(-1.0, -1.0);
- }
- Vector3 intersection = p_origin + p_direction * t;
- Basis correction = cylinder_transform.basis.inverse();
- correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
- Vector3 relative_point = correction.xform(intersection - cylinder_transform.origin);
- Vector2 projected_point = Vector2(relative_point.x, relative_point.z);
- float intersection_angle = Math::atan2(projected_point.y, projected_point.x);
- if (Math::abs(intersection_angle) > central_angle / 2.0) {
- return Vector2(-1.0, -1.0);
- }
- float arc_length = radius * central_angle;
- float height = aspect_ratio * arc_length;
- if (Math::abs(relative_point.y) > height / 2.0) {
- return Vector2(-1.0, -1.0);
- }
- float u = 0.5 + (intersection_angle / central_angle);
- float v = 1.0 - (0.5 + (relative_point.y / height));
- return Vector2(u, v);
- }
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