mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-04 15:41:25 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			205 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			205 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
 | 
						|
/*  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
 |