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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/openxr/scene/openxr_composition_layer_cylinder.h
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/**************************************************************************/
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/* openxr_composition_layer_cylinder.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include <openxr/openxr.h>
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#include "openxr_composition_layer.h"
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class OpenXRCompositionLayerCylinder : public OpenXRCompositionLayer {
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GDCLASS(OpenXRCompositionLayerCylinder, OpenXRCompositionLayer);
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float radius = 1.0;
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float aspect_ratio = 1.0;
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float central_angle = Math::PI / 2.0;
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uint32_t fallback_segments = 10;
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protected:
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static void _bind_methods();
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virtual Ref<Mesh> _create_fallback_mesh() override;
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virtual XrStructureType _get_openxr_type() const override {
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return XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR;
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}
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public:
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void set_radius(float p_radius);
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float get_radius() const;
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void set_aspect_ratio(float p_aspect_ratio);
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float get_aspect_ratio() const;
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void set_central_angle(float p_angle);
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float get_central_angle() const;
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void set_fallback_segments(uint32_t p_fallback_segments);
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uint32_t get_fallback_segments() const;
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virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const override;
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OpenXRCompositionLayerCylinder();
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~OpenXRCompositionLayerCylinder();
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};
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