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170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
/*************************************************************************/
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/* arvr_nodes.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 ARVR_NODES_H
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#define ARVR_NODES_H
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#include "scene/3d/camera.h"
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#include "scene/3d/spatial.h"
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#include "servers/arvr/arvr_positional_tracker.h"
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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**/
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/*
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ARVRCamera is a subclass of camera which will register itself with its parent ARVROrigin and as a result is automatically positioned
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*/
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class ARVRCamera : public Camera {
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GDCLASS(ARVRCamera, Camera);
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protected:
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void _notification(int p_what);
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public:
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String get_configuration_warning() const;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point) const;
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virtual Vector<Plane> get_frustum() const;
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ARVRCamera();
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~ARVRCamera();
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};
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/*
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ARVRController is a helper node that automatically updates it's position based on tracker data.
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It must be a child node of our ARVROrigin node
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*/
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class ARVRController : public Spatial {
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GDCLASS(ARVRController, Spatial);
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private:
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int controller_id;
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bool is_active;
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int button_states;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_controller_id(int p_controller_id);
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int get_controller_id(void) const;
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String get_controller_name(void) const;
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int get_joystick_id() const;
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int is_button_pressed(int p_button) const;
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float get_joystick_axis(int p_axis) const;
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real_t get_rumble() const;
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void set_rumble(real_t p_rumble);
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bool get_is_active() const;
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ARVRPositionalTracker::TrackerHand get_hand() const;
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String get_configuration_warning() const;
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ARVRController();
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~ARVRController();
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};
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/*
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ARVRAnchor is a helper node that automatically updates it's position based on anchor data, it represents a real world location.
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It must be a child node of our ARVROrigin node
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*/
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class ARVRAnchor : public Spatial {
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GDCLASS(ARVRAnchor, Spatial);
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private:
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int anchor_id;
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bool is_active;
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Vector3 size;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_anchor_id(int p_anchor_id);
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int get_anchor_id(void) const;
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String get_anchor_name(void) const;
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bool get_is_active() const;
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Vector3 get_size() const;
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Plane get_plane() const;
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String get_configuration_warning() const;
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ARVRAnchor();
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~ARVRAnchor();
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};
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/*
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ARVROrigin is special spatial node that acts as our origin point mapping our real world center of our tracking volume into our virtual world.
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It is this point that you will move around the world as the player 'moves while standing still', i.e. the player moves through teleporting or controller inputs as opposed to physically moving.
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Our camera and controllers will always be child nodes and thus place relative to this origin point.
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This node will automatically locate any camera child nodes and update its position while our ARVRController node will handle tracked controllers.
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*/
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class ARVROrigin : public Spatial {
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GDCLASS(ARVROrigin, Spatial);
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private:
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ARVRCamera *tracked_camera;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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String get_configuration_warning() const;
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void set_tracked_camera(ARVRCamera *p_tracked_camera);
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void clear_tracked_camera_if(ARVRCamera *p_tracked_camera);
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float get_world_scale() const;
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void set_world_scale(float p_world_scale);
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ARVROrigin();
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~ARVROrigin();
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};
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#endif /* ARVR_NODES_H */
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