godot/modules/openxr/scene/openxr_composition_layer_quad.cpp

125 lines
5.3 KiB
C++

/**************************************************************************/
/* 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");
}
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);
}