openxr_composition_layer_equirect.cpp 11 KB

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  1. /**************************************************************************/
  2. /* openxr_composition_layer_equirect.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "openxr_composition_layer_equirect.h"
  31. #include "../extensions/openxr_composition_layer_extension.h"
  32. #include "../openxr_interface.h"
  33. #include "scene/resources/mesh.h"
  34. OpenXRCompositionLayerEquirect::OpenXRCompositionLayerEquirect() {
  35. if (composition_layer_extension) {
  36. XrCompositionLayerEquirect2KHR openxr_composition_layer = {
  37. XR_TYPE_COMPOSITION_LAYER_EQUIRECT2_KHR, // type
  38. nullptr, // next
  39. 0, // layerFlags
  40. XR_NULL_HANDLE, // space
  41. XR_EYE_VISIBILITY_BOTH, // eyeVisibility
  42. {}, // subImage
  43. { { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
  44. radius, // radius
  45. central_horizontal_angle, // centralHorizontalAngle
  46. upper_vertical_angle, // upperVerticalAngle
  47. -lower_vertical_angle, // lowerVerticalAngle
  48. };
  49. composition_layer = composition_layer_extension->composition_layer_create((XrCompositionLayerBaseHeader *)&openxr_composition_layer);
  50. }
  51. }
  52. OpenXRCompositionLayerEquirect::~OpenXRCompositionLayerEquirect() {
  53. }
  54. void OpenXRCompositionLayerEquirect::_bind_methods() {
  55. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &OpenXRCompositionLayerEquirect::set_radius);
  56. ClassDB::bind_method(D_METHOD("get_radius"), &OpenXRCompositionLayerEquirect::get_radius);
  57. ClassDB::bind_method(D_METHOD("set_central_horizontal_angle", "angle"), &OpenXRCompositionLayerEquirect::set_central_horizontal_angle);
  58. ClassDB::bind_method(D_METHOD("get_central_horizontal_angle"), &OpenXRCompositionLayerEquirect::get_central_horizontal_angle);
  59. ClassDB::bind_method(D_METHOD("set_upper_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_upper_vertical_angle);
  60. ClassDB::bind_method(D_METHOD("get_upper_vertical_angle"), &OpenXRCompositionLayerEquirect::get_upper_vertical_angle);
  61. ClassDB::bind_method(D_METHOD("set_lower_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_lower_vertical_angle);
  62. ClassDB::bind_method(D_METHOD("get_lower_vertical_angle"), &OpenXRCompositionLayerEquirect::get_lower_vertical_angle);
  63. ClassDB::bind_method(D_METHOD("set_fallback_segments", "segments"), &OpenXRCompositionLayerEquirect::set_fallback_segments);
  64. ClassDB::bind_method(D_METHOD("get_fallback_segments"), &OpenXRCompositionLayerEquirect::get_fallback_segments);
  65. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, ""), "set_radius", "get_radius");
  66. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "central_horizontal_angle", PROPERTY_HINT_RANGE, "0,360,0.1,or_less,or_greater,radians_as_degrees"), "set_central_horizontal_angle", "get_central_horizontal_angle");
  67. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "upper_vertical_angle", PROPERTY_HINT_RANGE, "0,90,0.1,or_less,or_greater,radians_as_degrees"), "set_upper_vertical_angle", "get_upper_vertical_angle");
  68. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lower_vertical_angle", PROPERTY_HINT_RANGE, "0,90,0.1,or_less,or_greater,radians_as_degrees"), "set_lower_vertical_angle", "get_lower_vertical_angle");
  69. ADD_PROPERTY(PropertyInfo(Variant::INT, "fallback_segments", PROPERTY_HINT_NONE, ""), "set_fallback_segments", "get_fallback_segments");
  70. }
  71. Ref<Mesh> OpenXRCompositionLayerEquirect::_create_fallback_mesh() {
  72. Ref<ArrayMesh> mesh;
  73. mesh.instantiate();
  74. Array arrays;
  75. arrays.resize(ArrayMesh::ARRAY_MAX);
  76. Vector<Vector3> vertices;
  77. Vector<Vector3> normals;
  78. Vector<Vector2> uvs;
  79. Vector<int> indices;
  80. float step_horizontal = central_horizontal_angle / fallback_segments;
  81. float step_vertical = (upper_vertical_angle + lower_vertical_angle) / fallback_segments;
  82. float start_horizontal_angle = Math::PI - (central_horizontal_angle / 2.0);
  83. for (uint32_t i = 0; i < fallback_segments + 1; i++) {
  84. for (uint32_t j = 0; j < fallback_segments + 1; j++) {
  85. float horizontal_angle = start_horizontal_angle + (step_horizontal * i);
  86. float vertical_angle = -lower_vertical_angle + (step_vertical * j);
  87. Vector3 vertex(
  88. radius * Math::cos(vertical_angle) * Math::sin(horizontal_angle),
  89. radius * Math::sin(vertical_angle),
  90. radius * Math::cos(vertical_angle) * Math::cos(horizontal_angle));
  91. vertices.push_back(vertex);
  92. normals.push_back(vertex.normalized());
  93. uvs.push_back(Vector2(1.0 - ((float)i / fallback_segments), 1.0 - (float(j) / fallback_segments)));
  94. }
  95. }
  96. for (uint32_t i = 0; i < fallback_segments; i++) {
  97. for (uint32_t j = 0; j < fallback_segments; j++) {
  98. uint32_t index = i * (fallback_segments + 1) + j;
  99. indices.push_back(index);
  100. indices.push_back(index + fallback_segments + 1);
  101. indices.push_back(index + fallback_segments + 2);
  102. indices.push_back(index);
  103. indices.push_back(index + fallback_segments + 2);
  104. indices.push_back(index + 1);
  105. }
  106. }
  107. arrays[ArrayMesh::ARRAY_VERTEX] = vertices;
  108. arrays[ArrayMesh::ARRAY_NORMAL] = normals;
  109. arrays[ArrayMesh::ARRAY_TEX_UV] = uvs;
  110. arrays[ArrayMesh::ARRAY_INDEX] = indices;
  111. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
  112. return mesh;
  113. }
  114. void OpenXRCompositionLayerEquirect::set_radius(float p_radius) {
  115. ERR_FAIL_COND(p_radius <= 0);
  116. radius = p_radius;
  117. if (composition_layer_extension) {
  118. composition_layer_extension->composition_layer_set_equirect_radius(composition_layer, p_radius);
  119. }
  120. update_fallback_mesh();
  121. }
  122. float OpenXRCompositionLayerEquirect::get_radius() const {
  123. return radius;
  124. }
  125. void OpenXRCompositionLayerEquirect::set_central_horizontal_angle(float p_angle) {
  126. ERR_FAIL_COND(p_angle <= 0);
  127. central_horizontal_angle = p_angle;
  128. if (composition_layer_extension) {
  129. composition_layer_extension->composition_layer_set_equirect_central_horizontal_angle(composition_layer, p_angle);
  130. }
  131. update_fallback_mesh();
  132. }
  133. float OpenXRCompositionLayerEquirect::get_central_horizontal_angle() const {
  134. return central_horizontal_angle;
  135. }
  136. void OpenXRCompositionLayerEquirect::set_upper_vertical_angle(float p_angle) {
  137. ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
  138. upper_vertical_angle = p_angle;
  139. if (composition_layer_extension) {
  140. composition_layer_extension->composition_layer_set_equirect_upper_vertical_angle(composition_layer, p_angle);
  141. }
  142. update_fallback_mesh();
  143. }
  144. float OpenXRCompositionLayerEquirect::get_upper_vertical_angle() const {
  145. return upper_vertical_angle;
  146. }
  147. void OpenXRCompositionLayerEquirect::set_lower_vertical_angle(float p_angle) {
  148. ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
  149. lower_vertical_angle = p_angle;
  150. if (composition_layer_extension) {
  151. composition_layer_extension->composition_layer_set_equirect_lower_vertical_angle(composition_layer, -p_angle);
  152. }
  153. update_fallback_mesh();
  154. }
  155. float OpenXRCompositionLayerEquirect::get_lower_vertical_angle() const {
  156. return lower_vertical_angle;
  157. }
  158. void OpenXRCompositionLayerEquirect::set_fallback_segments(uint32_t p_fallback_segments) {
  159. ERR_FAIL_COND(p_fallback_segments == 0);
  160. fallback_segments = p_fallback_segments;
  161. update_fallback_mesh();
  162. }
  163. uint32_t OpenXRCompositionLayerEquirect::get_fallback_segments() const {
  164. return fallback_segments;
  165. }
  166. Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
  167. Transform3D equirect_transform = get_global_transform();
  168. Vector3 offset = p_origin - equirect_transform.origin;
  169. float a = p_direction.dot(p_direction);
  170. float b = 2.0 * offset.dot(p_direction);
  171. float c = offset.dot(offset) - (radius * radius);
  172. float discriminant = b * b - 4.0 * a * c;
  173. if (discriminant < 0.0) {
  174. return Vector2(-1.0, -1.0);
  175. }
  176. float t0 = (-b - Math::sqrt(discriminant)) / (2.0 * a);
  177. float t1 = (-b + Math::sqrt(discriminant)) / (2.0 * a);
  178. float t = MAX(t0, t1);
  179. if (t < 0.0) {
  180. return Vector2(-1.0, -1.0);
  181. }
  182. Vector3 intersection = p_origin + p_direction * t;
  183. Basis correction = equirect_transform.basis.inverse();
  184. correction.rotate(Vector3(0.0, 1.0, 0.0), -Math::PI / 2.0);
  185. Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
  186. float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
  187. if (Math::abs(horizontal_intersection_angle) > central_horizontal_angle / 2.0) {
  188. return Vector2(-1.0, -1.0);
  189. }
  190. float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math::PI / 2.0);
  191. if (vertical_intersection_angle < 0) {
  192. if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
  193. return Vector2(-1.0, -1.0);
  194. }
  195. } else if (vertical_intersection_angle > lower_vertical_angle) {
  196. return Vector2(-1.0, -1.0);
  197. }
  198. // Re-center the intersection angle if the vertical angle is uneven between upper and lower.
  199. if (upper_vertical_angle != lower_vertical_angle) {
  200. vertical_intersection_angle -= (-upper_vertical_angle + lower_vertical_angle) / 2.0;
  201. }
  202. float u = 0.5 + (horizontal_intersection_angle / central_horizontal_angle);
  203. float v = 0.5 + (vertical_intersection_angle / (upper_vertical_angle + lower_vertical_angle));
  204. return Vector2(u, v);
  205. }