/**************************************************************************/ /* 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() : OpenXRCompositionLayer((XrCompositionLayerBaseHeader *)&composition_layer) { XRServer::get_singleton()->connect("reference_frame_changed", callable_mp(this, &OpenXRCompositionLayerQuad::update_transform)); } 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 OpenXRCompositionLayerQuad::_create_fallback_mesh() { Ref mesh; mesh.instantiate(); mesh->set_size(quad_size); return mesh; } void OpenXRCompositionLayerQuad::_notification(int p_what) { switch (p_what) { case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { update_transform(); } break; } } void OpenXRCompositionLayerQuad::update_transform() { composition_layer.pose = get_openxr_pose(); } 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); }