Add intersects_ray() method to OpenXRCompositionLayer

This commit is contained in:
David Snopek 2024-04-05 19:54:07 -05:00
parent 655e93d584
commit 025f2b8e7c
9 changed files with 152 additions and 0 deletions

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@ -10,6 +10,15 @@
<tutorials>
</tutorials>
<methods>
<method name="intersects_ray" qualifiers="const">
<return type="Vector2" />
<param index="0" name="origin" type="Vector3" />
<param index="1" name="direction" type="Vector3" />
<description>
Returns UV coordinates where the given ray intersects with the composition layer. [param origin] and [param direction] must be in global space.
Returns [code]Vector2(-1.0, -1.0)[/code] if the ray doesn't intersect.
</description>
</method>
<method name="is_natively_supported" qualifiers="const">
<return type="bool" />
<description>

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@ -88,6 +88,8 @@ void OpenXRCompositionLayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_natively_supported"), &OpenXRCompositionLayer::is_natively_supported);
ClassDB::bind_method(D_METHOD("intersects_ray", "origin", "direction"), &OpenXRCompositionLayer::intersects_ray);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "layer_viewport", PROPERTY_HINT_NODE_TYPE, "SubViewport"), "set_layer_viewport", "get_layer_viewport");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sort_order", PROPERTY_HINT_NONE, ""), "set_sort_order", "get_sort_order");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "alpha_blend", PROPERTY_HINT_NONE, ""), "set_alpha_blend", "get_alpha_blend");
@ -199,6 +201,10 @@ bool OpenXRCompositionLayer::is_natively_supported() const {
return false;
}
Vector2 OpenXRCompositionLayer::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
return Vector2(-1.0, -1.0);
}
void OpenXRCompositionLayer::_reset_fallback_material() {
ERR_FAIL_NULL(fallback);

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@ -84,6 +84,8 @@ public:
virtual PackedStringArray get_configuration_warnings() const override;
virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const;
OpenXRCompositionLayer();
~OpenXRCompositionLayer();
};

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@ -188,3 +188,48 @@ void OpenXRCompositionLayerCylinder::set_fallback_segments(uint32_t p_fallback_s
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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@ -66,6 +66,8 @@ public:
void set_fallback_segments(uint32_t p_fallback_segments);
uint32_t get_fallback_segments() const;
virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const override;
OpenXRCompositionLayerCylinder();
~OpenXRCompositionLayerCylinder();
};

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@ -207,3 +207,54 @@ void OpenXRCompositionLayerEquirect::set_fallback_segments(uint32_t p_fallback_s
uint32_t OpenXRCompositionLayerEquirect::get_fallback_segments() const {
return fallback_segments;
}
Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
Transform3D equirect_transform = get_global_transform();
Vector3 offset = p_origin - equirect_transform.origin;
float a = p_direction.dot(p_direction);
float b = 2.0 * offset.dot(p_direction);
float c = offset.dot(offset) - (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 = equirect_transform.basis.inverse();
correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
if (Math::abs(horizontal_intersection_angle) > central_horizontal_angle / 2.0) {
return Vector2(-1.0, -1.0);
}
float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
if (vertical_intersection_angle < 0) {
if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
return Vector2(-1.0, -1.0);
}
} else if (vertical_intersection_angle > lower_vertical_angle) {
return Vector2(-1.0, -1.0);
}
// Re-center the intersection angle if the vertical angle is uneven between upper and lower.
if (upper_vertical_angle != lower_vertical_angle) {
vertical_intersection_angle -= (-upper_vertical_angle + lower_vertical_angle) / 2.0;
}
float u = 0.5 + (horizontal_intersection_angle / central_horizontal_angle);
float v = 0.5 + (vertical_intersection_angle / (upper_vertical_angle + lower_vertical_angle));
return Vector2(u, v);
}

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@ -70,6 +70,8 @@ public:
void set_fallback_segments(uint32_t p_fallback_segments);
uint32_t get_fallback_segments() const;
virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const override;
OpenXRCompositionLayerEquirect();
~OpenXRCompositionLayerEquirect();
};

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@ -96,3 +96,36 @@ void OpenXRCompositionLayerQuad::set_quad_size(const Size2 &p_size) {
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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@ -54,6 +54,8 @@ public:
void set_quad_size(const Size2 &p_size);
Size2 get_quad_size() const;
virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const override;
OpenXRCompositionLayerQuad();
~OpenXRCompositionLayerQuad();
};