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https://github.com/godotengine/godot
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125 lines
5.3 KiB
C++
125 lines
5.3 KiB
C++
/**************************************************************************/
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/* openxr_composition_layer_quad.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_quad.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/3d/primitive_meshes.h"
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OpenXRCompositionLayerQuad::OpenXRCompositionLayerQuad() {
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composition_layer = {
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XR_TYPE_COMPOSITION_LAYER_QUAD, // 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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{ (float)quad_size.x, (float)quad_size.y }, // size
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};
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openxr_layer_provider = memnew(OpenXRViewportCompositionLayerProvider((XrCompositionLayerBaseHeader *)&composition_layer));
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}
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OpenXRCompositionLayerQuad::~OpenXRCompositionLayerQuad() {
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}
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void OpenXRCompositionLayerQuad::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_quad_size", "size"), &OpenXRCompositionLayerQuad::set_quad_size);
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ClassDB::bind_method(D_METHOD("get_quad_size"), &OpenXRCompositionLayerQuad::get_quad_size);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "quad_size", PROPERTY_HINT_NONE, ""), "set_quad_size", "get_quad_size");
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}
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Ref<Mesh> OpenXRCompositionLayerQuad::_create_fallback_mesh() {
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Ref<QuadMesh> mesh;
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mesh.instantiate();
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mesh->set_size(quad_size);
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return mesh;
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}
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void OpenXRCompositionLayerQuad::_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 OpenXRCompositionLayerQuad::set_quad_size(const Size2 &p_size) {
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quad_size = p_size;
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composition_layer.size = { (float)quad_size.x, (float)quad_size.y };
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update_fallback_mesh();
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}
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Size2 OpenXRCompositionLayerQuad::get_quad_size() const {
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return quad_size;
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}
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Vector2 OpenXRCompositionLayerQuad::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
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Transform3D quad_transform = get_global_transform();
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Vector3 quad_normal = quad_transform.basis.get_column(2);
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float denom = quad_normal.dot(p_direction);
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if (Math::abs(denom) > 0.0001) {
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Vector3 vector = quad_transform.origin - p_origin;
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float t = vector.dot(quad_normal) / denom;
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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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Vector3 relative_point = intersection - quad_transform.origin;
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Vector2 projected_point = Vector2(
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relative_point.dot(quad_transform.basis.get_column(0)),
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relative_point.dot(quad_transform.basis.get_column(1)));
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if (Math::abs(projected_point.x) > quad_size.x / 2.0) {
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return Vector2(-1.0, -1.0);
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}
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if (Math::abs(projected_point.y) > quad_size.y / 2.0) {
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return Vector2(-1.0, -1.0);
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}
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float u = 0.5 + (projected_point.x / quad_size.x);
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float v = 1.0 - (0.5 + (projected_point.y / quad_size.y));
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return Vector2(u, v);
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}
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return Vector2(-1.0, -1.0);
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}
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