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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			125 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  xr_interface.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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#ifndef XR_INTERFACE_H
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#define XR_INTERFACE_H
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#include "core/math/camera_matrix.h"
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#include "core/os/thread_safe.h"
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#include "servers/xr_server.h"
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/**
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	@author Bastiaan Olij <mux213@gmail.com>
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	The XR interface is a template class ontop of which we build interface to different AR, VR and tracking SDKs.
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	The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
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	when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
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	If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
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	Note that we may make this into a fully instantiable class for GDNative support.
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*/
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class XRInterface : public Reference {
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	GDCLASS(XRInterface, Reference);
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public:
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	enum Capabilities { /* purely meta data, provides some info about what this interface supports */
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		XR_NONE = 0, /* no capabilities */
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		XR_MONO = 1, /* can be used with mono output */
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		XR_STEREO = 2, /* can be used with stereo output */
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		XR_AR = 4, /* offers a camera feed for AR */
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		XR_EXTERNAL = 8 /* renders to external device */
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	};
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	enum Eyes {
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		EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
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		EYE_LEFT,
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		EYE_RIGHT
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	};
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	enum Tracking_status { /* tracking status currently based on AR but we can start doing more with this for VR as well */
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		XR_NORMAL_TRACKING,
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		XR_EXCESSIVE_MOTION,
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		XR_INSUFFICIENT_FEATURES,
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		XR_UNKNOWN_TRACKING,
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		XR_NOT_TRACKING
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	};
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protected:
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	_THREAD_SAFE_CLASS_
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	Tracking_status tracking_state;
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	static void _bind_methods();
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public:
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	/** general interface information **/
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	virtual StringName get_name() const;
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	virtual int get_capabilities() const = 0;
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	bool is_primary();
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	void set_is_primary(bool p_is_primary);
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	virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
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	void set_is_initialized(bool p_initialized); /* helper function, will call initialize or uninitialize */
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	virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
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	virtual void uninitialize() = 0; /* deinitialize this interface */
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	Tracking_status get_tracking_status() const; /* get the status of our current tracking */
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	/** specific to VR **/
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	// nothing yet
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	/** specific to AR **/
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	virtual bool get_anchor_detection_is_enabled() const;
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	virtual void set_anchor_detection_is_enabled(bool p_enable);
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	virtual int get_camera_feed_id();
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	/** rendering and internal **/
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	virtual Size2 get_render_targetsize() = 0; /* returns the recommended render target size per eye for this device */
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	virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */
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	virtual Transform get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
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	virtual CameraMatrix get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
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	virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye); /* if applicable return external texture to render to */
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	virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
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	virtual void process() = 0;
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	virtual void notification(int p_what) = 0;
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	XRInterface();
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	~XRInterface();
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};
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VARIANT_ENUM_CAST(XRInterface::Capabilities);
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VARIANT_ENUM_CAST(XRInterface::Eyes);
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VARIANT_ENUM_CAST(XRInterface::Tracking_status);
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#endif
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