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diff --git a/modules/openxr/scene/openxr_composition_layer_cylinder.cpp b/modules/openxr/scene/openxr_composition_layer_cylinder.cpp
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+++ b/modules/openxr/scene/openxr_composition_layer_cylinder.cpp
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+/**************************************************************************/
+/* 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. */
+/* */
+/* 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_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;
+}
+
+Vector2 OpenXRCompositionLayerCylinder::intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const {
+ Transform3D cylinder_transform = get_global_transform();
+ Vector3 cylinder_axis = cylinder_transform.basis.get_column(1);
+
+ Vector3 offset = p_origin - cylinder_transform.origin;
+ float a = p_direction.dot(p_direction - cylinder_axis * p_direction.dot(cylinder_axis));
+ float b = 2.0 * (p_direction.dot(offset - cylinder_axis * offset.dot(cylinder_axis)));
+ float c = offset.dot(offset - cylinder_axis * offset.dot(cylinder_axis)) - (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 = cylinder_transform.basis.inverse();
+ correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
+ Vector3 relative_point = correction.xform(intersection - cylinder_transform.origin);
+
+ Vector2 projected_point = Vector2(relative_point.x, relative_point.z);
+ float intersection_angle = Math::atan2(projected_point.y, projected_point.x);
+ if (Math::abs(intersection_angle) > central_angle / 2.0) {
+ return Vector2(-1.0, -1.0);
+ }
+
+ float arc_length = radius * central_angle;
+ float height = aspect_ratio * arc_length;
+ if (Math::abs(relative_point.y) > height / 2.0) {
+ return Vector2(-1.0, -1.0);
+ }
+
+ float u = 0.5 + (intersection_angle / central_angle);
+ float v = 1.0 - (0.5 + (relative_point.y / height));
+
+ return Vector2(u, v);
+}