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Happy new year to the wonderful Godot community!
142 lines
7.4 KiB
C++
142 lines
7.4 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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// forward declaration
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struct BlitToScreen;
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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 on top 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 RefCounted {
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GDCLASS(XRInterface, RefCounted);
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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_QUAD = 4, /* can be used with quad output (not currently supported) */
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XR_VR = 8, /* offers VR support */
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XR_AR = 16, /* offers AR support */
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XR_EXTERNAL = 32 /* renders to external device */
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};
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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,
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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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enum PlayAreaMode { /* defines the mode used by the XR interface for tracking */
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XR_PLAY_AREA_UNKNOWN, /* Area mode not set or not available */
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XR_PLAY_AREA_3DOF, /* Only support orientation tracking, no positional tracking, area will center around player */
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XR_PLAY_AREA_SITTING, /* Player is in seated position, limited positional tracking, fixed guardian around player */
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XR_PLAY_AREA_ROOMSCALE, /* Player is free to move around, full positional tracking */
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XR_PLAY_AREA_STAGE, /* Same as roomscale but origin point is fixed to the center of the physical space, XRServer.center_on_hmd disabled */
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};
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protected:
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_THREAD_SAFE_CLASS_
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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 = 0;
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virtual uint32_t get_capabilities() const = 0;
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bool is_primary();
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void set_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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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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/** input and output **/
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virtual PackedStringArray get_suggested_tracker_names() const; /* return a list of likely/suggested tracker names */
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virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; /* return a list of likely/suggested action names for this tracker */
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virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */
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virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0); /* trigger a haptic pulse */
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/** specific to VR **/
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virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode); /* query if this interface supports this play area mode */
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virtual XRInterface::PlayAreaMode get_play_area_mode() const; /* get the current play area mode */
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virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode); /* change the play area mode, note that this should return false if the mode is not available */
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virtual PackedVector3Array get_play_area() const; /* if available, returns an array of vectors denoting the play area the player can move around in */
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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_target_size() = 0; /* returns the recommended render target size per eye for this device */
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virtual uint32_t get_view_count() = 0; /* returns the view count we need (1 is monoscopic, 2 is stereoscopic but can be more) */
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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 */
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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 */
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// note, external color/depth/vrs texture support will be added here soon.
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virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* commit rendered views to the XR interface */
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virtual void process() = 0;
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virtual void notification(int p_what);
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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::TrackingStatus);
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VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
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#endif // !XR_INTERFACE_H
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