/**************************************************************************/ /* arvr_interface.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 ARVR_INTERFACE_H #define ARVR_INTERFACE_H #include "core/math/camera_matrix.h" #include "core/os/thread_safe.h" #include "scene/main/viewport.h" #include "servers/arvr_server.h" /** @author Bastiaan Olij The ARVR 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. */ class ARVRInterface : public Reference { GDCLASS(ARVRInterface, Reference); public: enum Capabilities { /* purely meta data, provides some info about what this interface supports */ ARVR_NONE = 0, /* no capabilities */ ARVR_MONO = 1, /* can be used with mono output */ ARVR_STEREO = 2, /* can be used with stereo output */ ARVR_AR = 4, /* offers a camera feed for AR */ ARVR_EXTERNAL = 8 /* renders to external device */ }; enum Eyes { EYE_MONO, /* my son says we should call this EYE_CYCLOPS */ EYE_LEFT, EYE_RIGHT }; enum Tracking_status { /* tracking status currently based on AR but we can start doing more with this for VR as well */ ARVR_NORMAL_TRACKING, ARVR_EXCESSIVE_MOTION, ARVR_INSUFFICIENT_FEATURES, ARVR_UNKNOWN_TRACKING, ARVR_NOT_TRACKING }; protected: _THREAD_SAFE_CLASS_ Tracking_status tracking_state; static void _bind_methods(); public: /** general interface information **/ virtual StringName get_name() const; virtual int get_capabilities() const = 0; bool is_primary(); void set_is_primary(bool p_is_primary); virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */ void set_is_initialized(bool p_initialized); /* helper function, will call initialize or uninitialize */ virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */ virtual void uninitialize() = 0; /* deinitialize this interface */ Tracking_status get_tracking_status() const; /* get the status of our current tracking */ /** 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(); /** rendering and internal **/ virtual Size2 get_render_targetsize() = 0; /* returns the recommended render target size per eye for this device */ virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */ virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */ virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */ virtual unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye); /* if applicable return external texture to render to */ virtual unsigned int get_external_depth_for_eye(ARVRInterface::Eyes p_eye); /* if applicable return external depth texture to render to */ virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */ virtual void process() = 0; virtual void notification(int p_what) = 0; ARVRInterface(); ~ARVRInterface(); }; VARIANT_ENUM_CAST(ARVRInterface::Capabilities); VARIANT_ENUM_CAST(ARVRInterface::Eyes); VARIANT_ENUM_CAST(ARVRInterface::Tracking_status); #endif // ARVR_INTERFACE_H