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https://github.com/godotengine/godot
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254 lines
11 KiB
C++
254 lines
11 KiB
C++
/**************************************************************************/
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/* openxr_composition_layer_equirect.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "openxr_composition_layer_equirect.h"
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#include "../extensions/openxr_composition_layer_extension.h"
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#include "../openxr_api.h"
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#include "../openxr_interface.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/mesh.h"
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OpenXRCompositionLayerEquirect::OpenXRCompositionLayerEquirect() {
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composition_layer = {
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XR_TYPE_COMPOSITION_LAYER_EQUIRECT2_KHR, // type
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nullptr, // next
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0, // layerFlags
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XR_NULL_HANDLE, // space
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XR_EYE_VISIBILITY_BOTH, // eyeVisibility
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{}, // subImage
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{ { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
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radius, // radius
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central_horizontal_angle, // centralHorizontalAngle
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upper_vertical_angle, // upperVerticalAngle
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-lower_vertical_angle, // lowerVerticalAngle
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};
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openxr_layer_provider = memnew(OpenXRViewportCompositionLayerProvider((XrCompositionLayerBaseHeader *)&composition_layer));
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}
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OpenXRCompositionLayerEquirect::~OpenXRCompositionLayerEquirect() {
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}
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void OpenXRCompositionLayerEquirect::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &OpenXRCompositionLayerEquirect::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &OpenXRCompositionLayerEquirect::get_radius);
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ClassDB::bind_method(D_METHOD("set_central_horizontal_angle", "angle"), &OpenXRCompositionLayerEquirect::set_central_horizontal_angle);
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ClassDB::bind_method(D_METHOD("get_central_horizontal_angle"), &OpenXRCompositionLayerEquirect::get_central_horizontal_angle);
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ClassDB::bind_method(D_METHOD("set_upper_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_upper_vertical_angle);
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ClassDB::bind_method(D_METHOD("get_upper_vertical_angle"), &OpenXRCompositionLayerEquirect::get_upper_vertical_angle);
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ClassDB::bind_method(D_METHOD("set_lower_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_lower_vertical_angle);
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ClassDB::bind_method(D_METHOD("get_lower_vertical_angle"), &OpenXRCompositionLayerEquirect::get_lower_vertical_angle);
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ClassDB::bind_method(D_METHOD("set_fallback_segments", "segments"), &OpenXRCompositionLayerEquirect::set_fallback_segments);
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ClassDB::bind_method(D_METHOD("get_fallback_segments"), &OpenXRCompositionLayerEquirect::get_fallback_segments);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, ""), "set_radius", "get_radius");
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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");
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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");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fallback_segments", PROPERTY_HINT_NONE, ""), "set_fallback_segments", "get_fallback_segments");
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}
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Ref<Mesh> OpenXRCompositionLayerEquirect::_create_fallback_mesh() {
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Ref<ArrayMesh> mesh;
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mesh.instantiate();
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Array arrays;
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arrays.resize(ArrayMesh::ARRAY_MAX);
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<int> indices;
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float step_horizontal = central_horizontal_angle / fallback_segments;
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float step_vertical = (upper_vertical_angle + lower_vertical_angle) / fallback_segments;
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float start_horizontal_angle = Math_PI - (central_horizontal_angle / 2.0);
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for (uint32_t i = 0; i < fallback_segments + 1; i++) {
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for (uint32_t j = 0; j < fallback_segments + 1; j++) {
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float horizontal_angle = start_horizontal_angle + (step_horizontal * i);
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float vertical_angle = -lower_vertical_angle + (step_vertical * j);
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Vector3 vertex(
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radius * Math::cos(vertical_angle) * Math::sin(horizontal_angle),
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radius * Math::sin(vertical_angle),
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radius * Math::cos(vertical_angle) * Math::cos(horizontal_angle));
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vertices.push_back(vertex);
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normals.push_back(vertex.normalized());
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uvs.push_back(Vector2(1.0 - ((float)i / fallback_segments), 1.0 - (float(j) / fallback_segments)));
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}
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}
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for (uint32_t i = 0; i < fallback_segments; i++) {
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for (uint32_t j = 0; j < fallback_segments; j++) {
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uint32_t index = i * (fallback_segments + 1) + j;
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indices.push_back(index);
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indices.push_back(index + fallback_segments + 1);
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indices.push_back(index + fallback_segments + 2);
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indices.push_back(index);
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indices.push_back(index + fallback_segments + 2);
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indices.push_back(index + 1);
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}
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}
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arrays[ArrayMesh::ARRAY_VERTEX] = vertices;
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arrays[ArrayMesh::ARRAY_NORMAL] = normals;
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arrays[ArrayMesh::ARRAY_TEX_UV] = uvs;
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arrays[ArrayMesh::ARRAY_INDEX] = indices;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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return mesh;
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}
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void OpenXRCompositionLayerEquirect::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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Transform3D transform = get_transform();
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Quaternion quat(transform.basis.orthonormalized());
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composition_layer.pose.orientation = { (float)quat.x, (float)quat.y, (float)quat.z, (float)quat.w };
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composition_layer.pose.position = { (float)transform.origin.x, (float)transform.origin.y, (float)transform.origin.z };
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} break;
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}
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}
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void OpenXRCompositionLayerEquirect::set_radius(float p_radius) {
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ERR_FAIL_COND(p_radius <= 0);
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radius = p_radius;
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composition_layer.radius = radius;
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update_fallback_mesh();
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}
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float OpenXRCompositionLayerEquirect::get_radius() const {
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return radius;
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}
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void OpenXRCompositionLayerEquirect::set_central_horizontal_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0);
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central_horizontal_angle = p_angle;
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composition_layer.centralHorizontalAngle = central_horizontal_angle;
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update_fallback_mesh();
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}
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float OpenXRCompositionLayerEquirect::get_central_horizontal_angle() const {
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return central_horizontal_angle;
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}
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void OpenXRCompositionLayerEquirect::set_upper_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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upper_vertical_angle = p_angle;
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composition_layer.upperVerticalAngle = p_angle;
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update_fallback_mesh();
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}
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float OpenXRCompositionLayerEquirect::get_upper_vertical_angle() const {
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return upper_vertical_angle;
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}
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void OpenXRCompositionLayerEquirect::set_lower_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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lower_vertical_angle = p_angle;
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composition_layer.lowerVerticalAngle = -p_angle;
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update_fallback_mesh();
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}
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float OpenXRCompositionLayerEquirect::get_lower_vertical_angle() const {
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return lower_vertical_angle;
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}
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void OpenXRCompositionLayerEquirect::set_fallback_segments(uint32_t p_fallback_segments) {
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ERR_FAIL_COND(p_fallback_segments == 0);
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fallback_segments = p_fallback_segments;
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update_fallback_mesh();
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}
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uint32_t OpenXRCompositionLayerEquirect::get_fallback_segments() const {
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return fallback_segments;
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}
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Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
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Transform3D equirect_transform = get_global_transform();
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Vector3 offset = p_origin - equirect_transform.origin;
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float a = p_direction.dot(p_direction);
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float b = 2.0 * offset.dot(p_direction);
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float c = offset.dot(offset) - (radius * radius);
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float discriminant = b * b - 4.0 * a * c;
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if (discriminant < 0.0) {
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return Vector2(-1.0, -1.0);
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}
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float t0 = (-b - Math::sqrt(discriminant)) / (2.0 * a);
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float t1 = (-b + Math::sqrt(discriminant)) / (2.0 * a);
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float t = MAX(t0, t1);
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if (t < 0.0) {
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return Vector2(-1.0, -1.0);
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}
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Vector3 intersection = p_origin + p_direction * t;
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Basis correction = equirect_transform.basis.inverse();
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
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Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
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float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
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if (Math::abs(horizontal_intersection_angle) > central_horizontal_angle / 2.0) {
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return Vector2(-1.0, -1.0);
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}
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float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
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if (vertical_intersection_angle < 0) {
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if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
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return Vector2(-1.0, -1.0);
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}
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} else if (vertical_intersection_angle > lower_vertical_angle) {
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return Vector2(-1.0, -1.0);
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}
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// Re-center the intersection angle if the vertical angle is uneven between upper and lower.
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if (upper_vertical_angle != lower_vertical_angle) {
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vertical_intersection_angle -= (-upper_vertical_angle + lower_vertical_angle) / 2.0;
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}
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float u = 0.5 + (horizontal_intersection_angle / central_horizontal_angle);
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float v = 0.5 + (vertical_intersection_angle / (upper_vertical_angle + lower_vertical_angle));
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return Vector2(u, v);
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}
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