godot/servers/xr/xr_interface.h

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/*************************************************************************/
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/* xr_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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.*/
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/*************************************************************************/
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#ifndef XR_INTERFACE_H
#define XR_INTERFACE_H
#include "core/math/camera_matrix.h"
#include "core/os/thread_safe.h"
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#include "servers/xr_server.h"
// forward declaration
struct BlitToScreen;
/**
@author Bastiaan Olij <mux213@gmail.com>
The XR 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.
*/
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class XRInterface : public RefCounted {
GDCLASS(XRInterface, RefCounted);
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 */
XR_MONO = 1, /* can be used with mono output */
XR_STEREO = 2, /* can be used with stereo output */
XR_AR = 4, /* offers a camera feed for AR */
XR_EXTERNAL = 8 /* renders to external device */
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};
enum Eyes {
EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
EYE_LEFT,
EYE_RIGHT
};
enum TrackingStatus { /* 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,
XR_EXCESSIVE_MOTION,
XR_INSUFFICIENT_FEATURES,
XR_UNKNOWN_TRACKING,
XR_NOT_TRACKING
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};
private:
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protected:
_THREAD_SAFE_CLASS_
static void _bind_methods();
public:
/** general interface information **/
virtual StringName get_name() const = 0;
virtual uint32_t get_capabilities() const = 0;
bool is_primary();
void set_primary(bool p_is_primary);
virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
virtual void uninitialize() = 0; /* deinitialize this interface */
virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */
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/** 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();
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/** rendering and internal **/
virtual Size2 get_render_target_size() = 0; /* returns the recommended render target size per eye for this device */
virtual uint32_t get_view_count() = 0; /* returns the view count we need (1 is monoscopic, 2 is stereoscopic but can be more) */
virtual Transform3D get_camera_transform() = 0; /* returns the position of our camera for updating our camera node. For monoscopic this is equal to the views transform, for stereoscopic this should be an average */
virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) = 0; /* get each views transform */
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virtual CameraMatrix get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) = 0; /* get each view projection matrix */
// note, external color/depth/vrs texture support will be added here soon.
virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* commit rendered views to the XR interface */
virtual void process() = 0;
virtual void notification(int p_what);
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XRInterface();
~XRInterface();
};
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VARIANT_ENUM_CAST(XRInterface::Capabilities);
VARIANT_ENUM_CAST(XRInterface::Eyes);
VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
#endif // !XR_INTERFACE_H