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authorDavid Snopek <dsnopek@gmail.com>2024-04-05 19:54:07 -0500
committerDavid Snopek <dsnopek@gmail.com>2024-04-06 08:37:30 -0500
commit025f2b8e7c0d11857ed15452249ecda509b4ed48 (patch)
treee78a4ef18f6408d38ba0a1fc9d3f67ac61bacd9d /modules/openxr/scene/openxr_composition_layer_equirect.cpp
parent655e93d5846b2ef8ebb7d22c8878f51b8f22b312 (diff)
downloadredot-engine-025f2b8e7c0d11857ed15452249ecda509b4ed48.tar.gz
Add `intersects_ray()` method to `OpenXRCompositionLayer`
Diffstat (limited to 'modules/openxr/scene/openxr_composition_layer_equirect.cpp')
-rw-r--r--modules/openxr/scene/openxr_composition_layer_equirect.cpp51
1 files changed, 51 insertions, 0 deletions
diff --git a/modules/openxr/scene/openxr_composition_layer_equirect.cpp b/modules/openxr/scene/openxr_composition_layer_equirect.cpp
index c911dbf6ae..d67e71443c 100644
--- a/modules/openxr/scene/openxr_composition_layer_equirect.cpp
+++ b/modules/openxr/scene/openxr_composition_layer_equirect.cpp
@@ -207,3 +207,54 @@ void OpenXRCompositionLayerEquirect::set_fallback_segments(uint32_t p_fallback_s
uint32_t OpenXRCompositionLayerEquirect::get_fallback_segments() const {
return fallback_segments;
}
+
+Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
+ Transform3D equirect_transform = get_global_transform();
+
+ Vector3 offset = p_origin - equirect_transform.origin;
+ float a = p_direction.dot(p_direction);
+ float b = 2.0 * offset.dot(p_direction);
+ float c = offset.dot(offset) - (radius * radius);
+
+ float discriminant = b * b - 4.0 * a * c;
+ if (discriminant < 0.0) {
+ return Vector2(-1.0, -1.0);
+ }
+
+ float t0 = (-b - Math::sqrt(discriminant)) / (2.0 * a);
+ float t1 = (-b + Math::sqrt(discriminant)) / (2.0 * a);
+ float t = MAX(t0, t1);
+
+ if (t < 0.0) {
+ return Vector2(-1.0, -1.0);
+ }
+ Vector3 intersection = p_origin + p_direction * t;
+
+ Basis correction = equirect_transform.basis.inverse();
+ correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
+ Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
+
+ float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
+ if (Math::abs(horizontal_intersection_angle) > central_horizontal_angle / 2.0) {
+ return Vector2(-1.0, -1.0);
+ }
+
+ float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
+ if (vertical_intersection_angle < 0) {
+ if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
+ return Vector2(-1.0, -1.0);
+ }
+ } else if (vertical_intersection_angle > lower_vertical_angle) {
+ return Vector2(-1.0, -1.0);
+ }
+
+ // Re-center the intersection angle if the vertical angle is uneven between upper and lower.
+ if (upper_vertical_angle != lower_vertical_angle) {
+ vertical_intersection_angle -= (-upper_vertical_angle + lower_vertical_angle) / 2.0;
+ }
+
+ float u = 0.5 + (horizontal_intersection_angle / central_horizontal_angle);
+ float v = 0.5 + (vertical_intersection_angle / (upper_vertical_angle + lower_vertical_angle));
+
+ return Vector2(u, v);
+}