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- /**************************************************************************/
- /* xr_server.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef XR_SERVER_H
- #define XR_SERVER_H
- #include "core/object/ref_counted.h"
- #include "core/os/os.h"
- #include "core/os/thread_safe.h"
- #include "core/templates/rid.h"
- #include "core/variant/variant.h"
- class XRInterface;
- class XRPositionalTracker;
- /**
- The XR server is a singleton object that gives access to the various
- objects and SDKs that are available on the system.
- Because there can be multiple SDKs active this is exposed as an array
- and our XR server object acts as a pass through
- Also each positioning tracker is accessible from here.
- I've added some additional info into this header file that should move
- into the documentation, I will do so when we're close to accepting this PR
- or as a separate PR once this has been merged into the master branch.
- **/
- class XRServer : public Object {
- GDCLASS(XRServer, Object);
- _THREAD_SAFE_CLASS_
- public:
- enum XRMode {
- XRMODE_DEFAULT, /* Default behavior, means we check project settings */
- XRMODE_OFF, /* Ignore project settings, disable OpenXR, disable shaders */
- XRMODE_ON, /* Ignore project settings, enable OpenXR, enable shaders, run editor in VR (if applicable) */
- };
- enum TrackerType {
- TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */
- TRACKER_CONTROLLER = 0x02, /* tracks a controller */
- TRACKER_BASESTATION = 0x04, /* tracks location of a base station */
- TRACKER_ANCHOR = 0x08, /* tracks an anchor point, used in AR to track a real live location */
- TRACKER_UNKNOWN = 0x80, /* unknown tracker */
- TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */
- TRACKER_ANY = 0xff /* used by get_connected_trackers to return all types */
- };
- enum RotationMode {
- RESET_FULL_ROTATION = 0, /* we reset the full rotation, regardless of how the HMD is oriented, we're looking dead ahead */
- RESET_BUT_KEEP_TILT = 1, /* reset rotation but keep tilt. */
- DONT_RESET_ROTATION = 2, /* don't reset the rotation, we will only center on position */
- };
- private:
- static XRMode xr_mode;
- Vector<Ref<XRInterface>> interfaces;
- Dictionary trackers;
- Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */
- double world_scale; /* scale by which we multiply our tracker positions */
- Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
- Transform3D reference_frame; /* our reference frame */
- protected:
- static XRServer *singleton;
- static void _bind_methods();
- public:
- static XRMode get_xr_mode();
- static void set_xr_mode(XRMode p_mode);
- static XRServer *get_singleton();
- /*
- World scale allows you to specify a scale factor that is applied to all positioning vectors in our VR world in essence scaling up, or scaling down the world.
- For stereoscopic rendering specifically this is very important to give an accurate sense of scale.
- Add controllers into the mix and an accurate mapping of real world movement to perceived virtual movement becomes very important.
- Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode.
- This scale basically effects the unit size relationship to real world size.
- I may remove access to this property in GDScript in favor of exposing it on the XROrigin3D node
- */
- double get_world_scale() const;
- void set_world_scale(double p_world_scale);
- /*
- The world maps the 0,0,0 coordinate of our real world coordinate system for our tracking volume to a location in our
- virtual world. It is this origin point that should be moved when the player is moved through the world by controller
- actions be it straffing, teleporting, etc. Movement of the player by moving through the physical space is always tracked
- in relation to this point.
- Note that the XROrigin3D spatial node in your scene automatically updates this property and it should be used instead of
- direct access to this property and it therefore is not available in GDScript
- Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
- and in the virtual world out of sync
- */
- Transform3D get_world_origin() const;
- void set_world_origin(const Transform3D &p_world_origin);
- /*
- center_on_hmd calculates a new reference frame. This ensures the HMD is positioned to 0,0,0 facing 0,0,-1 (need to verify this direction)
- in the virtual world.
- You can ignore the tilt of the device ensuring you're looking straight forward even if the player is looking down or sideways.
- You can chose to keep the height the tracking provides which is important for room scale capable tracking.
- Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
- and in the virtual world out of sync
- */
- Transform3D get_reference_frame() const;
- void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height);
- /*
- get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin
- */
- Transform3D get_hmd_transform();
- /*
- Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
- */
- void add_interface(const Ref<XRInterface> &p_interface);
- void remove_interface(const Ref<XRInterface> &p_interface);
- int get_interface_count() const;
- Ref<XRInterface> get_interface(int p_index) const;
- Ref<XRInterface> find_interface(const String &p_name) const;
- TypedArray<Dictionary> get_interfaces() const;
- /*
- note, more then one interface can technically be active, especially on mobile, but only one interface is used for
- rendering. This interface identifies itself by calling set_primary_interface when it is initialized
- */
- Ref<XRInterface> get_primary_interface() const;
- void set_primary_interface(const Ref<XRInterface> &p_primary_interface);
- /*
- Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
- They are created and managed by our active AR/VR interfaces.
- */
- void add_tracker(Ref<XRPositionalTracker> p_tracker);
- void remove_tracker(Ref<XRPositionalTracker> p_tracker);
- Dictionary get_trackers(int p_tracker_types);
- Ref<XRPositionalTracker> get_tracker(const StringName &p_name) const;
- /*
- We don't know which trackers and actions will existing during runtime but we can request suggested names from our interfaces to help our IDE UI.
- */
- PackedStringArray get_suggested_tracker_names() const;
- PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const;
- // Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE?
- // Process is called before we handle our physics process and game process. This is where our interfaces will update controller data and such.
- void _process();
- // Pre-render is called right before we're rendering our viewports.
- // This is where interfaces such as OpenVR and OpenXR will update positioning data.
- // Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
- void pre_render();
- // End-frame is called right after Godot has finished its rendering bits.
- void end_frame();
- XRServer();
- ~XRServer();
- };
- #define XR XRServer
- VARIANT_ENUM_CAST(XRServer::TrackerType);
- VARIANT_ENUM_CAST(XRServer::RotationMode);
- #endif // XR_SERVER_H
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