virtualx-engine/modules/openxr/scene/openxr_composition_layer_cylinder.cpp
David Snopek 0f2b804059 Add support for OpenXR composition layers
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-04-04 09:20:23 -05:00

190 lines
7.9 KiB
C++

/**************************************************************************/
/* openxr_composition_layer_cylinder.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. */
/* */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "openxr_composition_layer_cylinder.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/mesh.h"
OpenXRCompositionLayerCylinder::OpenXRCompositionLayerCylinder() {
composition_layer = {
XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR, // type
nullptr, // next
0, // layerFlags
XR_NULL_HANDLE, // space
XR_EYE_VISIBILITY_BOTH, // eyeVisibility
{}, // subImage
{ { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
radius, // radius
central_angle, // centralAngle
aspect_ratio, // aspectRatio
};
openxr_layer_provider = memnew(OpenXRViewportCompositionLayerProvider((XrCompositionLayerBaseHeader *)&composition_layer));
}
OpenXRCompositionLayerCylinder::~OpenXRCompositionLayerCylinder() {
}
void OpenXRCompositionLayerCylinder::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &OpenXRCompositionLayerCylinder::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &OpenXRCompositionLayerCylinder::get_radius);
ClassDB::bind_method(D_METHOD("set_aspect_ratio", "aspect_ratio"), &OpenXRCompositionLayerCylinder::set_aspect_ratio);
ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &OpenXRCompositionLayerCylinder::get_aspect_ratio);
ClassDB::bind_method(D_METHOD("set_central_angle", "angle"), &OpenXRCompositionLayerCylinder::set_central_angle);
ClassDB::bind_method(D_METHOD("get_central_angle"), &OpenXRCompositionLayerCylinder::get_central_angle);
ClassDB::bind_method(D_METHOD("set_fallback_segments", "segments"), &OpenXRCompositionLayerCylinder::set_fallback_segments);
ClassDB::bind_method(D_METHOD("get_fallback_segments"), &OpenXRCompositionLayerCylinder::get_fallback_segments);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, ""), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_RANGE, "0,100"), "set_aspect_ratio", "get_aspect_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "central_angle", PROPERTY_HINT_RANGE, "0,360,0.1,or_less,or_greater,radians_as_degrees"), "set_central_angle", "get_central_angle");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fallback_segments", PROPERTY_HINT_NONE, ""), "set_fallback_segments", "get_fallback_segments");
}
void OpenXRCompositionLayerCylinder::_on_openxr_session_begun() {
OpenXRCompositionLayer::_on_openxr_session_begun();
if (openxr_api) {
composition_layer.space = openxr_api->get_play_space();
}
}
Ref<Mesh> OpenXRCompositionLayerCylinder::_create_fallback_mesh() {
Ref<ArrayMesh> mesh;
mesh.instantiate();
float arc_length = radius * central_angle;
float half_height = ((1.0 / aspect_ratio) * arc_length) / 2.0;
Array arrays;
arrays.resize(ArrayMesh::ARRAY_MAX);
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Vector2> uvs;
Vector<int> indices;
float delta_angle = central_angle / fallback_segments;
float start_angle = (-Math_PI / 2.0) - (central_angle / 2.0);
for (uint32_t i = 0; i < fallback_segments + 1; i++) {
float current_angle = start_angle + (delta_angle * i);
float x = radius * Math::cos(current_angle);
float z = radius * Math::sin(current_angle);
Vector3 normal(Math::cos(current_angle), 0, Math::sin(current_angle));
vertices.push_back(Vector3(x, -half_height, z));
normals.push_back(normal);
uvs.push_back(Vector2((float)i / fallback_segments, 1));
vertices.push_back(Vector3(x, half_height, z));
normals.push_back(normal);
uvs.push_back(Vector2((float)i / fallback_segments, 0));
}
for (uint32_t i = 0; i < fallback_segments; i++) {
uint32_t index = i * 2;
indices.push_back(index);
indices.push_back(index + 1);
indices.push_back(index + 3);
indices.push_back(index);
indices.push_back(index + 3);
indices.push_back(index + 2);
}
arrays[ArrayMesh::ARRAY_VERTEX] = vertices;
arrays[ArrayMesh::ARRAY_NORMAL] = normals;
arrays[ArrayMesh::ARRAY_TEX_UV] = uvs;
arrays[ArrayMesh::ARRAY_INDEX] = indices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
return mesh;
}
void OpenXRCompositionLayerCylinder::_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 OpenXRCompositionLayerCylinder::set_radius(float p_radius) {
ERR_FAIL_COND(p_radius <= 0);
radius = p_radius;
composition_layer.radius = radius;
update_fallback_mesh();
}
float OpenXRCompositionLayerCylinder::get_radius() const {
return radius;
}
void OpenXRCompositionLayerCylinder::set_aspect_ratio(float p_aspect_ratio) {
ERR_FAIL_COND(p_aspect_ratio <= 0);
aspect_ratio = p_aspect_ratio;
composition_layer.aspectRatio = aspect_ratio;
update_fallback_mesh();
}
float OpenXRCompositionLayerCylinder::get_aspect_ratio() const {
return aspect_ratio;
}
void OpenXRCompositionLayerCylinder::set_central_angle(float p_central_angle) {
ERR_FAIL_COND(p_central_angle <= 0);
central_angle = p_central_angle;
composition_layer.centralAngle = central_angle;
update_fallback_mesh();
}
float OpenXRCompositionLayerCylinder::get_central_angle() const {
return central_angle;
}
void OpenXRCompositionLayerCylinder::set_fallback_segments(uint32_t p_fallback_segments) {
ERR_FAIL_COND(p_fallback_segments == 0);
fallback_segments = p_fallback_segments;
update_fallback_mesh();
}
uint32_t OpenXRCompositionLayerCylinder::get_fallback_segments() const {
return fallback_segments;
}