feat: modules moved and engine moved to submodule
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5136 changed files with 225275 additions and 64485 deletions
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@ -80,7 +80,7 @@ Ref<Mesh> OpenXRCompositionLayerEquirect::_create_fallback_mesh() {
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float step_horizontal = central_horizontal_angle / fallback_segments;
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float step_vertical = (upper_vertical_angle + lower_vertical_angle) / fallback_segments;
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float start_horizontal_angle = Math_PI - (central_horizontal_angle / 2.0);
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float start_horizontal_angle = Math::PI - (central_horizontal_angle / 2.0);
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for (uint32_t i = 0; i < fallback_segments + 1; i++) {
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for (uint32_t j = 0; j < fallback_segments + 1; j++) {
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@ -155,7 +155,7 @@ float OpenXRCompositionLayerEquirect::get_central_horizontal_angle() const {
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}
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void OpenXRCompositionLayerEquirect::set_upper_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
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upper_vertical_angle = p_angle;
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composition_layer.upperVerticalAngle = p_angle;
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update_fallback_mesh();
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@ -166,7 +166,7 @@ float OpenXRCompositionLayerEquirect::get_upper_vertical_angle() const {
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}
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void OpenXRCompositionLayerEquirect::set_lower_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
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lower_vertical_angle = p_angle;
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composition_layer.lowerVerticalAngle = -p_angle;
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update_fallback_mesh();
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@ -209,7 +209,7 @@ Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin,
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Vector3 intersection = p_origin + p_direction * t;
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Basis correction = equirect_transform.basis.inverse();
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math::PI / 2.0);
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Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
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float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
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@ -217,7 +217,7 @@ Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin,
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return Vector2(-1.0, -1.0);
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}
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float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
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float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math::PI / 2.0);
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if (vertical_intersection_angle < 0) {
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if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
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return Vector2(-1.0, -1.0);
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