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questshock/android/app/src/main/cpp/xr_overlay.c
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Add VR locomotion: move/turn with thumbsticks while the menu is open
- Left thumbstick snap-turns, right thumbstick smooth-moves, letting the
  player line themselves up with the fixed game quad ("virtual screen")
  without needing physical room-scale space to do it in. Implemented via
  a second OpenXR reference space (a "play space") derived from the real
  LOCAL space by the inverse of the player's transform, so every existing
  quad/hit-testing/rendering call site just needed g_local_space swapped
  for it - no manual coordinate-transform math required elsewhere
- Generalized the ray/quad hit-testing in xr_input.c to a proper
  oriented-plane intersection (needed once quads can rotate); verified it
  degenerates to the old axis-aligned formula when unrotated, so the
  keyboard and non-recentered menu are unaffected
- The menu launcher now re-centers in front of the player, correctly
  oriented to face them, each time it's freshly reopened
- "Reset Position" (Main Menu tab) recenters using the player's current
  real head pose - not a plain reset-to-origin, which only undid
  thumbstick movement and ignored physical drift since the session
  started. The same recenter runs once automatically at startup too, as a
  fallback for when there's no complete saved position to use instead
- Position/orientation persists in questshock.config.json's new
  player_position group (independent of savegames), including new
  numeric-value support in the config file's hand-rolled JSON parser
  (previously string-enums only)
2026-09-05 15:47:54 +02:00

504 lines
22 KiB
C

#include "xr_overlay.h"
#include <dlfcn.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <android/log.h>
#include <jni.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <SDL.h>
#include "xr_swapchain.h"
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
// Same constant (deliberately not <math.h>'s M_PI, which isn't used
// anywhere else in this codebase and isn't guaranteed by the C standard -
// only POSIX) as xr_session.c's own play-space rebuild math.
#define QS_DEG_TO_RAD (3.14159265358979323846f / 180.0f)
struct XrOverlay {
XrInstance instance; // for error logging only
int width, height;
float distance_m, half_width_m, half_height_m;
float center_x_m, center_y_m;
// The *authored* distance_m (config->distance_m at creation time),
// never touched again afterward by anything, including
// xr_overlay_set_pose() - kept separate from the live, mutable
// distance_m above because that one stops meaning "how far in front of
// the origin" once a rotated set_pose() call (the menu recenter)
// repurposes it as a raw base-space Z coordinate; reusing *that* as a
// "how far in front of me" magnitude on a later recenter would drift
// further with every reopen instead of staying at a stable distance -
// see xr_overlay_get_default_distance_m().
float default_distance_m;
// Rotation about the vertical axis, applied on top of center_x_m/
// center_y_m/distance_m (see xr_overlay_set_pose()) - 0 for every
// overlay except the menu launcher immediately after it's freshly
// reopened (xr_input.c re-centers it in front of wherever the player
// is currently facing, which needs this to keep the quad actually
// facing them instead of whatever direction it started out at).
float yaw_deg;
bool visible;
XrSwapchainState swapchain;
jclass java_class;
jmethodID native_init_method;
jmethodID take_pixels_method;
jmethodID dispatch_touch_method;
jmethodID update_cursor_method;
// This overlay's content lives in this texture, uploaded by
// xr_overlay_upload_source_texture_if_dirty() below. It's created
// through gl4es (glGenTextures/glBindTexture/glTexImage2D), like any
// other texture the engine itself creates, so ordinary
// glTexSubImage2D uploads against it work the normal way.
GLuint source_texture;
// A framebuffer with source_texture as its only color attachment, used
// as the read source for the blit in
// xr_overlay_render_and_build_layer() below. Created via the real
// (non-gl4es) GLES entry points below: that blit bypasses gl4es
// entirely (see xr_overlay_render_and_build_layer() for why), so its
// source framebuffer has to be a real GL object rather than one gl4es
// tracks.
GLuint source_fbo;
uint32_t pixel_generation;
uint32_t source_uploaded_generation;
uint8_t *pixel_cache; // width*height*4 bytes
};
// This file's other GL calls otherwise resolve to gl4es (the only GL
// symbol provider linked into this binary - see android/engine-patches/
// 02-android-opengl-es.patch), fine for anything shared with the engine's
// own gl4es-routed rendering. But the source FBO's blit (see
// xr_overlay_render_and_build_layer()) needs the real driver directly:
// gl4es's fixed-pipeline emulation unconditionally substitutes its own
// shader onto any gl4es-routed draw call, which would silently replace an
// overlay's content with whatever the game itself last rendered. A
// framebuffer blit has no shader stage at all, so going through the real
// driver for it sidesteps the problem entirely - resolved once here and
// shared by every XrOverlay instance, since they're process-wide function
// pointers regardless of how many overlays exist.
typedef void (*PFNQSGETINTEGERV)(GLenum, GLint *);
typedef void (*PFNQSGENFRAMEBUFFERS)(GLsizei, GLuint *);
typedef void (*PFNQSDELETEFRAMEBUFFERS)(GLsizei, const GLuint *);
typedef void (*PFNQSBINDFRAMEBUFFER)(GLenum, GLuint);
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void (*PFNQSBLITFRAMEBUFFER)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint,
GLbitfield, GLenum);
static PFNQSGETINTEGERV real_glGetIntegerv;
static PFNQSGENFRAMEBUFFERS real_glGenFramebuffers;
static PFNQSDELETEFRAMEBUFFERS real_glDeleteFramebuffers;
static PFNQSBINDFRAMEBUFFER real_glBindFramebuffer;
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
// glBlitFramebuffer is a GLES 3.0 addition; resolved via eglGetProcAddress
// rather than dlsym, since Android's driver dispatch doesn't guarantee ES3+
// symbols are dlsym-able by name from libGLESv2.so, unlike the GLES2-core
// functions above.
static PFNQSBLITFRAMEBUFFER real_glBlitFramebuffer;
static bool g_real_gles_loaded = false;
static bool xr_overlay_load_real_gles(void) {
if (g_real_gles_loaded)
return true;
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: overlay dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glGetIntegerv = (PFNQSGETINTEGERV)dlsym(lib, "glGetIntegerv");
real_glGenFramebuffers = (PFNQSGENFRAMEBUFFERS)dlsym(lib, "glGenFramebuffers");
real_glDeleteFramebuffers = (PFNQSDELETEFRAMEBUFFERS)dlsym(lib, "glDeleteFramebuffers");
real_glBindFramebuffer = (PFNQSBINDFRAMEBUFFER)dlsym(lib, "glBindFramebuffer");
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glBlitFramebuffer = (PFNQSBLITFRAMEBUFFER)eglGetProcAddress("glBlitFramebuffer");
g_real_gles_loaded = real_glGetIntegerv && real_glGenFramebuffers &&
real_glDeleteFramebuffers && real_glBindFramebuffer &&
real_glFramebufferTexture2D && real_glBlitFramebuffer;
return g_real_gles_loaded;
}
// FindClass() from this thread (SDL's native thread, attached to the JVM
// via AttachCurrentThread rather than spawned from Java) resolves against
// the bootstrap classloader, which only knows framework classes - it can't
// see app classes like de.ladkau.questshock.KeyboardOverlay at all.
// Routing through the activity's own classloader is the standard,
// documented workaround.
static jclass xr_overlay_find_class(JNIEnv *env, jobject activity, const char *name) {
jclass activityClass = (*env)->GetObjectClass(env, activity);
jmethodID getClassLoader =
(*env)->GetMethodID(env, activityClass, "getClassLoader", "()Ljava/lang/ClassLoader;");
jobject classLoader = (*env)->CallObjectMethod(env, activity, getClassLoader);
jclass classLoaderClass = (*env)->FindClass(env, "java/lang/ClassLoader");
jmethodID loadClass = (*env)->GetMethodID(env, classLoaderClass, "loadClass",
"(Ljava/lang/String;)Ljava/lang/Class;");
jstring className = (*env)->NewStringUTF(env, name);
jclass result = (jclass)(*env)->CallObjectMethod(env, classLoader, loadClass, className);
(*env)->DeleteLocalRef(env, className);
return result;
}
static bool xr_overlay_init_jni(XrOverlay *overlay, const char *java_class_name) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
if (env == NULL || activity == NULL) {
LOGE("XR: overlay - no JNIEnv/Activity from SDL");
return false;
}
jclass localClass = xr_overlay_find_class(env, activity, java_class_name);
if (localClass == NULL) {
LOGE("XR: overlay - could not find class %s", java_class_name);
return false;
}
overlay->java_class = (jclass)(*env)->NewGlobalRef(env, localClass);
overlay->native_init_method = (*env)->GetStaticMethodID(env, overlay->java_class, "nativeInit",
"(Landroid/app/Activity;)V");
overlay->take_pixels_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeTakePixelsIfDirty", "()[B");
overlay->dispatch_touch_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeDispatchTouch", "(FFZ)V");
overlay->update_cursor_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeUpdateCursor", "(FFZ)V");
if (!overlay->native_init_method || !overlay->take_pixels_method ||
!overlay->dispatch_touch_method || !overlay->update_cursor_method) {
LOGE("XR: overlay - could not resolve %s JNI methods", java_class_name);
return false;
}
(*env)->CallStaticVoidMethod(env, overlay->java_class, overlay->native_init_method, activity);
// CallStaticVoidMethod doesn't surface Java exceptions on its own - if
// the constructor throws (it runs its View measure/layout/draw calls
// on this native render thread rather than the Android UI thread, a
// plausible crash vector), the exception would otherwise be left
// silently pending and corrupt whatever JNI call runs next.
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: overlay %s.nativeInit() threw a pending Java exception:", java_class_name);
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return false;
}
return true;
}
static bool xr_overlay_create_source_texture(XrOverlay *overlay) {
glGenTextures(1, &overlay->source_texture);
glBindTexture(GL_TEXTURE_2D, overlay->source_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, overlay->width, overlay->height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
GLint prevFbo = 0;
real_glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
real_glGenFramebuffers(1, &overlay->source_fbo);
real_glBindFramebuffer(GL_FRAMEBUFFER, overlay->source_fbo);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
overlay->source_texture, 0);
real_glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)prevFbo);
return overlay->source_texture != 0;
}
XrOverlay *xr_overlay_create(XrInstance instance, XrSession session, int64_t swapchain_format,
const XrOverlayConfig *config) {
if (!xr_overlay_load_real_gles()) {
LOGE("XR: overlay couldn't resolve real GLES functions via dlsym/eglGetProcAddress");
return NULL;
}
XrOverlay *overlay = (XrOverlay *)calloc(1, sizeof(XrOverlay));
if (overlay == NULL)
return NULL;
overlay->instance = instance;
overlay->width = config->width;
overlay->height = config->height;
overlay->distance_m = config->distance_m;
overlay->default_distance_m = config->distance_m;
overlay->half_width_m = config->width_m * 0.5f;
overlay->half_height_m = config->width_m * 0.5f * (float)config->height / (float)config->width;
overlay->center_x_m = config->default_center_x_m;
overlay->center_y_m = config->default_center_y_m;
if (!xr_swapchain_create(instance, session, swapchain_format, config->width, config->height,
&overlay->swapchain)) {
LOGE("XR: overlay %s swapchain setup failed", config->java_class_name);
free(overlay);
return NULL;
}
if (!xr_overlay_create_source_texture(overlay)) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
if (!xr_overlay_init_jni(overlay, config->java_class_name)) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
overlay->pixel_cache = (uint8_t *)malloc((size_t)config->width * config->height * 4);
if (overlay->pixel_cache == NULL) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
overlay->source_uploaded_generation = (uint32_t)-1;
LOGI("XR: overlay %s ready (%dx%d)", config->java_class_name, config->width, config->height);
return overlay;
}
void xr_overlay_destroy(XrOverlay *overlay) {
if (overlay == NULL)
return;
if (overlay->source_texture != 0)
glDeleteTextures(1, &overlay->source_texture);
if (overlay->source_fbo != 0 && real_glDeleteFramebuffers != NULL)
real_glDeleteFramebuffers(1, &overlay->source_fbo);
if (overlay->java_class != NULL) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env != NULL)
(*env)->DeleteGlobalRef(env, overlay->java_class);
}
xr_swapchain_destroy(&overlay->swapchain);
free(overlay->pixel_cache);
free(overlay);
}
// Every function below tolerates overlay == NULL (a no-op, or the
// obvious "not visible"/zeroed-extent default) - xr_overlay_create() can
// fail (e.g. its backing Java class couldn't be resolved), and unlike the
// single static-global menu quad this replaced, an overlay instance is
// otherwise a heap pointer callers (xr_session.c, questshock_native.c) can
// hold onto and use across frames without re-checking for failure every
// time.
void xr_overlay_toggle_visible(XrOverlay *overlay) {
if (overlay != NULL)
overlay->visible = !overlay->visible;
}
void xr_overlay_set_visible(XrOverlay *overlay, bool visible) {
if (overlay != NULL)
overlay->visible = visible;
}
bool xr_overlay_is_visible(const XrOverlay *overlay) { return overlay != NULL && overlay->visible; }
void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, float *center_y_m,
float *distance_m, float *half_width_m, float *half_height_m,
float *yaw_deg) {
if (overlay == NULL) {
*center_x_m = *center_y_m = *distance_m = *half_width_m = *half_height_m = *yaw_deg = 0.0f;
return;
}
*center_x_m = overlay->center_x_m;
*center_y_m = overlay->center_y_m;
*distance_m = overlay->distance_m;
*half_width_m = overlay->half_width_m;
*half_height_m = overlay->half_height_m;
*yaw_deg = overlay->yaw_deg;
}
void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_y_m) {
if (overlay == NULL)
return;
overlay->center_x_m = center_x_m;
overlay->center_y_m = center_y_m;
}
void xr_overlay_set_pose(XrOverlay *overlay, float center_x_m, float center_y_m, float distance_m,
float yaw_deg) {
if (overlay == NULL)
return;
overlay->center_x_m = center_x_m;
overlay->center_y_m = center_y_m;
overlay->distance_m = distance_m;
overlay->yaw_deg = yaw_deg;
}
float xr_overlay_get_default_distance_m(const XrOverlay *overlay) {
return overlay == NULL ? 0.0f : overlay->default_distance_m;
}
void xr_overlay_touch(XrOverlay *overlay, float u, float v, bool down) {
if (overlay == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Passed via CallStaticVoidMethodA/jvalue rather than the variadic
// Call*Method form - deliberately sidesteps relying on JNI
// implementations correctly un-doing C's float-to-double default
// argument promotion for varargs float parameters (a well-known JNI
// footgun; Android's ART handles it correctly, but there's no reason
// to depend on that when the jvalue form is unambiguous either way).
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)down;
(*env)->CallStaticVoidMethodA(env, overlay->java_class, overlay->dispatch_touch_method, args);
}
void xr_overlay_update_cursor(XrOverlay *overlay, float u, float v, bool visible) {
if (overlay == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Same jvalue-form rationale as xr_overlay_touch() above.
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)visible;
(*env)->CallStaticVoidMethodA(env, overlay->java_class, overlay->update_cursor_method, args);
}
// Pulls the Java view's latest pixels (if it redrew since the last check)
// into pixel_cache and bumps pixel_generation - called once per rendered
// frame, before deciding whether source_texture needs a fresh upload.
static void xr_overlay_refresh_pixel_cache(XrOverlay *overlay) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
jbyteArray pixels = (jbyteArray)(*env)->CallStaticObjectMethod(
env, overlay->java_class, overlay->take_pixels_method);
// CallStaticObjectMethod also doesn't surface Java exceptions on its
// own - if nativeTakePixelsIfDirty() itself throws, it would otherwise
// silently look identical to "nothing changed yet" (a null return).
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: overlay nativeTakePixelsIfDirty() threw a pending Java exception:");
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return;
}
if (pixels == NULL)
return;
(*env)->GetByteArrayRegion(env, pixels, 0, overlay->width * overlay->height * 4,
(jbyte *)overlay->pixel_cache);
(*env)->DeleteLocalRef(env, pixels);
overlay->pixel_generation++;
}
// Uploads pixel_cache into source_texture via plain (gl4es-routed)
// glBindTexture/glTexSubImage2D, matching how the texture was created.
// Skipped when nothing changed since the last upload. Texture-unit-0 state
// is saved and restored around the upload, since this call is gl4es-routed
// and the engine's own next-frame rendering assumes nothing touched its
// texture bindings since it last drew.
static void xr_overlay_upload_source_texture_if_dirty(XrOverlay *overlay) {
if (overlay->source_uploaded_generation == overlay->pixel_generation)
return;
GLint prevActiveTexture = GL_TEXTURE0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &prevActiveTexture);
glActiveTexture(GL_TEXTURE0);
GLint prevTexture2D = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTexture2D);
glBindTexture(GL_TEXTURE_2D, overlay->source_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, overlay->width, overlay->height, GL_RGBA,
GL_UNSIGNED_BYTE, overlay->pixel_cache);
overlay->source_uploaded_generation = overlay->pixel_generation;
glBindTexture(GL_TEXTURE_2D, (GLuint)prevTexture2D);
if (prevActiveTexture != GL_TEXTURE0)
glActiveTexture((GLenum)prevActiveTexture);
}
bool xr_overlay_render_and_build_layer(XrOverlay *overlay, XrCompositionLayerQuad *out_quad) {
if (overlay == NULL || !overlay->visible)
return false;
if (!xr_swapchain_acquire(overlay->instance, &overlay->swapchain))
return false;
xr_overlay_refresh_pixel_cache(overlay);
xr_overlay_upload_source_texture_if_dirty(overlay);
// Copies source_texture (via source_fbo) directly into the swapchain
// image xr_swapchain_acquire() just bound - sized to exactly
// width x height, so the destination is always the whole image - using
// the real GLES3 hardware blit (glBlitFramebuffer) rather than a
// shader-based full-screen-quad draw. A blit has no vertex/fragment
// shading stage, no shader program, and no texture units involved at
// all, so gl4es's fixed-pipeline-emulation layer - which
// unconditionally substitutes a customized shader (reproducing the
// game's own last-bound texture/fixed-function state) onto any
// gl4es-routed draw call - has nothing to intercept here. It also
// never touches gl4es's own tracked program/vertex-array/
// texture-binding shadow state, so the only piece of state that needs
// save/restore is the READ framebuffer binding; binding only
// GL_READ_FRAMEBUFFER, rather than the combined GL_FRAMEBUFFER target,
// leaves the DRAW side (the swapchain image itself) untouched
// throughout.
//
// Y is flipped between source and destination: source_texture's texel
// row v=0 holds the Java view's Bitmap row 0 (the top of the rendered
// content, standard top-row-first raster order), and reading that same
// texture via an attached FBO, framebuffer y=0 accesses that identical
// row. The destination swapchain framebuffer follows the opposite
// convention - its own y=0 is its bottom edge - so swapping dstY0/dstY1
// keeps the content right-side up (glBlitFramebuffer supports inverted
// src/dst rects for exactly this).
GLint prevReadFbo = 0;
real_glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevReadFbo);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, overlay->source_fbo);
real_glBlitFramebuffer(0, 0, overlay->width, overlay->height, 0, overlay->height,
overlay->width, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)prevReadFbo);
// Without this, nothing here waits for the blit to actually finish on
// the GPU before xr_swapchain_release() hands the image back to the
// compositor - glBlitFramebuffer only queues the copy. A cross-process
// consumer reading the image before the driver has finished writing it
// is a textbook source of the diagonal-banded/torn corruption seen on
// device (see xr_swapchain_acquire()'s counterpart in OpenGL.cc, which
// had the same gap).
glFinish();
xr_swapchain_release(overlay->instance, &overlay->swapchain);
memset(out_quad, 0, sizeof(*out_quad));
out_quad->type = XR_TYPE_COMPOSITION_LAYER_QUAD;
out_quad->subImage.swapchain = overlay->swapchain.swapchain;
out_quad->subImage.imageRect.extent.width = overlay->swapchain.width;
out_quad->subImage.imageRect.extent.height = overlay->swapchain.height;
// Rotation about the vertical axis only (see the struct field's own
// comment) - same R_y(-yaw_deg) quaternion construction as
// xr_session.c's own play-space rebuild, for the same reason: this
// quad's pose is expressed as "yaw_deg turned from its own local -Z",
// so a point/ray in that rotated frame maps back into the (unrotated)
// base space by rotating by -yaw_deg.
float half = -(overlay->yaw_deg * QS_DEG_TO_RAD) * 0.5f;
out_quad->pose.orientation.x = 0.0f;
out_quad->pose.orientation.y = sinf(half);
out_quad->pose.orientation.z = 0.0f;
out_quad->pose.orientation.w = cosf(half);
out_quad->pose.position.x = overlay->center_x_m;
out_quad->pose.position.y = overlay->center_y_m;
out_quad->pose.position.z = -overlay->distance_m;
out_quad->size.width = overlay->half_width_m * 2.0f;
out_quad->size.height = overlay->half_height_m * 2.0f;
return true;
}