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- /*************************************************************************/
- /* arvr_interface.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef ARVR_INTERFACE_H
- #define ARVR_INTERFACE_H
- #include "core/math/camera_matrix.h"
- #include "core/os/thread_safe.h"
- #include "scene/main/viewport.h"
- #include "servers/arvr_server.h"
- /**
- @author Bastiaan Olij <mux213@gmail.com>
- The ARVR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
- The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
- when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
- If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
- Note that we may make this into a fully instantiable class for GDNative support.
- */
- class ARVRInterface : public Reference {
- GDCLASS(ARVRInterface, Reference);
- public:
- enum Capabilities { /* purely meta data, provides some info about what this interface supports */
- ARVR_NONE = 0, /* no capabilities */
- ARVR_MONO = 1, /* can be used with mono output */
- ARVR_STEREO = 2, /* can be used with stereo output */
- ARVR_AR = 4, /* offers a camera feed for AR */
- ARVR_EXTERNAL = 8 /* renders to external device */
- };
- enum Eyes {
- EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
- EYE_LEFT,
- EYE_RIGHT
- };
- enum Tracking_status { /* tracking status currently based on AR but we can start doing more with this for VR as well */
- ARVR_NORMAL_TRACKING,
- ARVR_EXCESSIVE_MOTION,
- ARVR_INSUFFICIENT_FEATURES,
- ARVR_UNKNOWN_TRACKING,
- ARVR_NOT_TRACKING
- };
- protected:
- _THREAD_SAFE_CLASS_
- Tracking_status tracking_state;
- static void _bind_methods();
- public:
- /** general interface information **/
- virtual StringName get_name() const;
- virtual int get_capabilities() const = 0;
- bool is_primary();
- void set_is_primary(bool p_is_primary);
- virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
- void set_is_initialized(bool p_initialized); /* helper function, will call initialize or uninitialize */
- virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
- virtual void uninitialize() = 0; /* deinitialize this interface */
- Tracking_status get_tracking_status() const; /* get the status of our current tracking */
- /** specific to VR **/
- // nothing yet
- /** specific to AR **/
- virtual bool get_anchor_detection_is_enabled() const;
- virtual void set_anchor_detection_is_enabled(bool p_enable);
- virtual int get_camera_feed_id();
- /** rendering and internal **/
- virtual Size2 get_render_targetsize() = 0; /* returns the recommended render target size per eye for this device */
- virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */
- virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
- virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
- virtual unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye); /* if applicable return external texture to render to */
- virtual unsigned int get_external_depth_for_eye(ARVRInterface::Eyes p_eye); /* if applicable return external depth texture to render to */
- virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
- virtual void process() = 0;
- virtual void notification(int p_what) = 0;
- ARVRInterface();
- ~ARVRInterface();
- };
- VARIANT_ENUM_CAST(ARVRInterface::Capabilities);
- VARIANT_ENUM_CAST(ARVRInterface::Eyes);
- VARIANT_ENUM_CAST(ARVRInterface::Tracking_status);
- #endif
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