virtualx-engine/modules/openxr/scene/openxr_composition_layer_quad.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

98 lines
4.4 KiB
C++

/**************************************************************************/
/* 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 */
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/**************************************************************************/
#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() {
composition_layer = {
XR_TYPE_COMPOSITION_LAYER_QUAD, // type
nullptr, // next
0, // layerFlags
XR_NULL_HANDLE, // space
XR_EYE_VISIBILITY_BOTH, // eyeVisibility
{}, // subImage
{ { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
{ (float)quad_size.x, (float)quad_size.y }, // size
};
openxr_layer_provider = memnew(OpenXRViewportCompositionLayerProvider((XrCompositionLayerBaseHeader *)&composition_layer));
}
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");
}
void OpenXRCompositionLayerQuad::_on_openxr_session_begun() {
OpenXRCompositionLayer::_on_openxr_session_begun();
if (openxr_api) {
composition_layer.space = openxr_api->get_play_space();
}
}
Ref<Mesh> OpenXRCompositionLayerQuad::_create_fallback_mesh() {
Ref<QuadMesh> mesh;
mesh.instantiate();
mesh->set_size(quad_size);
return mesh;
}
void OpenXRCompositionLayerQuad::_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 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;
}