openxr_composition_layer_equirect.cpp 10 KB

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  1. /**************************************************************************/
  2. /* openxr_composition_layer_equirect.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "openxr_composition_layer_equirect.h"
  31. #include "../openxr_interface.h"
  32. #include "scene/resources/mesh.h"
  33. OpenXRCompositionLayerEquirect::OpenXRCompositionLayerEquirect() :
  34. OpenXRCompositionLayer((XrCompositionLayerBaseHeader *)&composition_layer) {
  35. XRServer::get_singleton()->connect("reference_frame_changed", callable_mp(this, &OpenXRCompositionLayerEquirect::update_transform));
  36. }
  37. OpenXRCompositionLayerEquirect::~OpenXRCompositionLayerEquirect() {
  38. }
  39. void OpenXRCompositionLayerEquirect::_bind_methods() {
  40. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &OpenXRCompositionLayerEquirect::set_radius);
  41. ClassDB::bind_method(D_METHOD("get_radius"), &OpenXRCompositionLayerEquirect::get_radius);
  42. ClassDB::bind_method(D_METHOD("set_central_horizontal_angle", "angle"), &OpenXRCompositionLayerEquirect::set_central_horizontal_angle);
  43. ClassDB::bind_method(D_METHOD("get_central_horizontal_angle"), &OpenXRCompositionLayerEquirect::get_central_horizontal_angle);
  44. ClassDB::bind_method(D_METHOD("set_upper_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_upper_vertical_angle);
  45. ClassDB::bind_method(D_METHOD("get_upper_vertical_angle"), &OpenXRCompositionLayerEquirect::get_upper_vertical_angle);
  46. ClassDB::bind_method(D_METHOD("set_lower_vertical_angle", "angle"), &OpenXRCompositionLayerEquirect::set_lower_vertical_angle);
  47. ClassDB::bind_method(D_METHOD("get_lower_vertical_angle"), &OpenXRCompositionLayerEquirect::get_lower_vertical_angle);
  48. ClassDB::bind_method(D_METHOD("set_fallback_segments", "segments"), &OpenXRCompositionLayerEquirect::set_fallback_segments);
  49. ClassDB::bind_method(D_METHOD("get_fallback_segments"), &OpenXRCompositionLayerEquirect::get_fallback_segments);
  50. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, ""), "set_radius", "get_radius");
  51. 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");
  52. 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");
  53. 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");
  54. ADD_PROPERTY(PropertyInfo(Variant::INT, "fallback_segments", PROPERTY_HINT_NONE, ""), "set_fallback_segments", "get_fallback_segments");
  55. }
  56. Ref<Mesh> OpenXRCompositionLayerEquirect::_create_fallback_mesh() {
  57. Ref<ArrayMesh> mesh;
  58. mesh.instantiate();
  59. Array arrays;
  60. arrays.resize(ArrayMesh::ARRAY_MAX);
  61. Vector<Vector3> vertices;
  62. Vector<Vector3> normals;
  63. Vector<Vector2> uvs;
  64. Vector<int> indices;
  65. float step_horizontal = central_horizontal_angle / fallback_segments;
  66. float step_vertical = (upper_vertical_angle + lower_vertical_angle) / fallback_segments;
  67. float start_horizontal_angle = Math_PI - (central_horizontal_angle / 2.0);
  68. for (uint32_t i = 0; i < fallback_segments + 1; i++) {
  69. for (uint32_t j = 0; j < fallback_segments + 1; j++) {
  70. float horizontal_angle = start_horizontal_angle + (step_horizontal * i);
  71. float vertical_angle = -lower_vertical_angle + (step_vertical * j);
  72. Vector3 vertex(
  73. radius * Math::cos(vertical_angle) * Math::sin(horizontal_angle),
  74. radius * Math::sin(vertical_angle),
  75. radius * Math::cos(vertical_angle) * Math::cos(horizontal_angle));
  76. vertices.push_back(vertex);
  77. normals.push_back(vertex.normalized());
  78. uvs.push_back(Vector2(1.0 - ((float)i / fallback_segments), 1.0 - (float(j) / fallback_segments)));
  79. }
  80. }
  81. for (uint32_t i = 0; i < fallback_segments; i++) {
  82. for (uint32_t j = 0; j < fallback_segments; j++) {
  83. uint32_t index = i * (fallback_segments + 1) + j;
  84. indices.push_back(index);
  85. indices.push_back(index + fallback_segments + 1);
  86. indices.push_back(index + fallback_segments + 2);
  87. indices.push_back(index);
  88. indices.push_back(index + fallback_segments + 2);
  89. indices.push_back(index + 1);
  90. }
  91. }
  92. arrays[ArrayMesh::ARRAY_VERTEX] = vertices;
  93. arrays[ArrayMesh::ARRAY_NORMAL] = normals;
  94. arrays[ArrayMesh::ARRAY_TEX_UV] = uvs;
  95. arrays[ArrayMesh::ARRAY_INDEX] = indices;
  96. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
  97. return mesh;
  98. }
  99. void OpenXRCompositionLayerEquirect::_notification(int p_what) {
  100. switch (p_what) {
  101. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  102. update_transform();
  103. } break;
  104. }
  105. }
  106. void OpenXRCompositionLayerEquirect::update_transform() {
  107. composition_layer.pose = get_openxr_pose();
  108. }
  109. void OpenXRCompositionLayerEquirect::set_radius(float p_radius) {
  110. ERR_FAIL_COND(p_radius <= 0);
  111. radius = p_radius;
  112. composition_layer.radius = radius;
  113. update_fallback_mesh();
  114. }
  115. float OpenXRCompositionLayerEquirect::get_radius() const {
  116. return radius;
  117. }
  118. void OpenXRCompositionLayerEquirect::set_central_horizontal_angle(float p_angle) {
  119. ERR_FAIL_COND(p_angle <= 0);
  120. central_horizontal_angle = p_angle;
  121. composition_layer.centralHorizontalAngle = central_horizontal_angle;
  122. update_fallback_mesh();
  123. }
  124. float OpenXRCompositionLayerEquirect::get_central_horizontal_angle() const {
  125. return central_horizontal_angle;
  126. }
  127. void OpenXRCompositionLayerEquirect::set_upper_vertical_angle(float p_angle) {
  128. ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
  129. upper_vertical_angle = p_angle;
  130. composition_layer.upperVerticalAngle = p_angle;
  131. update_fallback_mesh();
  132. }
  133. float OpenXRCompositionLayerEquirect::get_upper_vertical_angle() const {
  134. return upper_vertical_angle;
  135. }
  136. void OpenXRCompositionLayerEquirect::set_lower_vertical_angle(float p_angle) {
  137. ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
  138. lower_vertical_angle = p_angle;
  139. composition_layer.lowerVerticalAngle = -p_angle;
  140. update_fallback_mesh();
  141. }
  142. float OpenXRCompositionLayerEquirect::get_lower_vertical_angle() const {
  143. return lower_vertical_angle;
  144. }
  145. void OpenXRCompositionLayerEquirect::set_fallback_segments(uint32_t p_fallback_segments) {
  146. ERR_FAIL_COND(p_fallback_segments == 0);
  147. fallback_segments = p_fallback_segments;
  148. update_fallback_mesh();
  149. }
  150. uint32_t OpenXRCompositionLayerEquirect::get_fallback_segments() const {
  151. return fallback_segments;
  152. }
  153. Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
  154. Transform3D equirect_transform = get_global_transform();
  155. Vector3 offset = p_origin - equirect_transform.origin;
  156. float a = p_direction.dot(p_direction);
  157. float b = 2.0 * offset.dot(p_direction);
  158. float c = offset.dot(offset) - (radius * radius);
  159. float discriminant = b * b - 4.0 * a * c;
  160. if (discriminant < 0.0) {
  161. return Vector2(-1.0, -1.0);
  162. }
  163. float t0 = (-b - Math::sqrt(discriminant)) / (2.0 * a);
  164. float t1 = (-b + Math::sqrt(discriminant)) / (2.0 * a);
  165. float t = MAX(t0, t1);
  166. if (t < 0.0) {
  167. return Vector2(-1.0, -1.0);
  168. }
  169. Vector3 intersection = p_origin + p_direction * t;
  170. Basis correction = equirect_transform.basis.inverse();
  171. correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
  172. Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
  173. float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
  174. if (Math::abs(horizontal_intersection_angle) > central_horizontal_angle / 2.0) {
  175. return Vector2(-1.0, -1.0);
  176. }
  177. float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
  178. if (vertical_intersection_angle < 0) {
  179. if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
  180. return Vector2(-1.0, -1.0);
  181. }
  182. } else if (vertical_intersection_angle > lower_vertical_angle) {
  183. return Vector2(-1.0, -1.0);
  184. }
  185. // Re-center the intersection angle if the vertical angle is uneven between upper and lower.
  186. if (upper_vertical_angle != lower_vertical_angle) {
  187. vertical_intersection_angle -= (-upper_vertical_angle + lower_vertical_angle) / 2.0;
  188. }
  189. float u = 0.5 + (horizontal_intersection_angle / central_horizontal_angle);
  190. float v = 0.5 + (vertical_intersection_angle / (upper_vertical_angle + lower_vertical_angle));
  191. return Vector2(u, v);
  192. }