b50a9114b1
Happy new year to the wonderful Godot community!
398 lines
13 KiB
C++
398 lines
13 KiB
C++
/*************************************************************************/
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/* arvr_interface_gdnative.cpp */
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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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#include "arvr_interface_gdnative.h"
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#include "main/input_default.h"
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#include "servers/arvr/arvr_positional_tracker.h"
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#include "servers/visual/visual_server_global.h"
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ARVRInterfaceGDNative::ARVRInterfaceGDNative() {
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// testing
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printf("Construct gdnative interface\n");
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// we won't have our data pointer until our library gets set
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data = NULL;
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interface = NULL;
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}
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ARVRInterfaceGDNative::~ARVRInterfaceGDNative() {
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printf("Destruct gdnative interface\n");
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if (is_initialized()) {
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uninitialize();
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};
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// cleanup after ourselves
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cleanup();
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}
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void ARVRInterfaceGDNative::cleanup() {
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if (interface != NULL) {
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interface->destructor(data);
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data = NULL;
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interface = NULL;
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}
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}
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void ARVRInterfaceGDNative::set_interface(const godot_arvr_interface_gdnative *p_interface) {
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// this should only be called once, just being paranoid..
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if (interface) {
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cleanup();
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}
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// bind to our interface
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interface = p_interface;
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// Now we do our constructing...
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data = interface->constructor((godot_object *)this);
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}
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StringName ARVRInterfaceGDNative::get_name() const {
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ERR_FAIL_COND_V(interface == NULL, StringName());
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godot_string result = interface->get_name(data);
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StringName name = *(String *)&result;
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godot_string_destroy(&result);
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return name;
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}
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int ARVRInterfaceGDNative::get_capabilities() const {
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int capabilities;
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ERR_FAIL_COND_V(interface == NULL, 0); // 0 = None
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capabilities = interface->get_capabilities(data);
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return capabilities;
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}
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bool ARVRInterfaceGDNative::get_anchor_detection_is_enabled() const {
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bool enabled;
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ERR_FAIL_COND_V(interface == NULL, false);
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enabled = interface->get_anchor_detection_is_enabled(data);
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return enabled;
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}
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void ARVRInterfaceGDNative::set_anchor_detection_is_enabled(bool p_enable) {
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ERR_FAIL_COND(interface == NULL);
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interface->set_anchor_detection_is_enabled(data, p_enable);
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}
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bool ARVRInterfaceGDNative::is_stereo() {
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bool stereo;
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ERR_FAIL_COND_V(interface == NULL, false);
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stereo = interface->is_stereo(data);
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return stereo;
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}
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bool ARVRInterfaceGDNative::is_initialized() {
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bool initialized;
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ERR_FAIL_COND_V(interface == NULL, false);
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initialized = interface->is_initialized(data);
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return initialized;
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}
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bool ARVRInterfaceGDNative::initialize() {
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bool initialized;
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ERR_FAIL_COND_V(interface == NULL, false);
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initialized = interface->initialize(data);
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if (initialized) {
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// if we successfully initialize our interface and we don't have a primary interface yet, this becomes our primary interface
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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if ((arvr_server != NULL) && (arvr_server->get_primary_interface() == NULL)) {
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arvr_server->set_primary_interface(this);
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};
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};
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return initialized;
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}
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void ARVRInterfaceGDNative::uninitialize() {
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ERR_FAIL_COND(interface == NULL);
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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if (arvr_server != NULL) {
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// Whatever happens, make sure this is no longer our primary interface
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arvr_server->clear_primary_interface_if(this);
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}
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interface->uninitialize(data);
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}
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Size2 ARVRInterfaceGDNative::get_render_targetsize() {
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ERR_FAIL_COND_V(interface == NULL, Size2());
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godot_vector2 result = interface->get_render_targetsize(data);
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Vector2 *vec = (Vector2 *)&result;
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return *vec;
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}
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Transform ARVRInterfaceGDNative::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
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Transform *ret;
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ERR_FAIL_COND_V(interface == NULL, Transform());
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godot_transform t = interface->get_transform_for_eye(data, (int)p_eye, (godot_transform *)&p_cam_transform);
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ret = (Transform *)&t;
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return *ret;
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}
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CameraMatrix ARVRInterfaceGDNative::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
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CameraMatrix cm;
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ERR_FAIL_COND_V(interface == NULL, CameraMatrix());
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interface->fill_projection_for_eye(data, (godot_real *)cm.matrix, (godot_int)p_eye, p_aspect, p_z_near, p_z_far);
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return cm;
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}
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void ARVRInterfaceGDNative::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
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ERR_FAIL_COND(interface == NULL);
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interface->commit_for_eye(data, (godot_int)p_eye, (godot_rid *)&p_render_target, (godot_rect2 *)&p_screen_rect);
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}
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void ARVRInterfaceGDNative::process() {
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ERR_FAIL_COND(interface == NULL);
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interface->process(data);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// some helper callbacks
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extern "C" {
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void GDAPI godot_arvr_register_interface(const godot_arvr_interface_gdnative *p_interface) {
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Ref<ARVRInterfaceGDNative> new_interface;
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new_interface.instance();
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new_interface->set_interface((godot_arvr_interface_gdnative *const)p_interface);
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ARVRServer::get_singleton()->add_interface(new_interface);
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}
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godot_real GDAPI godot_arvr_get_worldscale() {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, 1.0);
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return arvr_server->get_world_scale();
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}
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godot_transform GDAPI godot_arvr_get_reference_frame() {
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godot_transform reference_frame;
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Transform *reference_frame_ptr = (Transform *)&reference_frame;
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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if (arvr_server != NULL) {
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*reference_frame_ptr = arvr_server->get_reference_frame();
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} else {
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godot_transform_new_identity(&reference_frame);
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}
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return reference_frame;
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}
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void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect) {
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// blits out our texture as is, handy for preview display of one of the eyes that is already rendered with lens distortion on an external HMD
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ARVRInterface::Eyes eye = (ARVRInterface::Eyes)p_eye;
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RID *render_target = (RID *)p_render_target;
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Rect2 screen_rect = *(Rect2 *)p_rect;
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if (eye == ARVRInterface::EYE_LEFT) {
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screen_rect.size.x /= 2.0;
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} else if (p_eye == ARVRInterface::EYE_RIGHT) {
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screen_rect.size.x /= 2.0;
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screen_rect.position.x += screen_rect.size.x;
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}
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VSG::rasterizer->set_current_render_target(RID());
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VSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
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}
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godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
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// In order to send off our textures to display on our hardware we need the opengl texture ID instead of the render target RID
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// This is a handy function to expose that.
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RID *render_target = (RID *)p_render_target;
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RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
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uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
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return texid;
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}
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godot_int GDAPI godot_arvr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, 0);
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InputDefault *input = (InputDefault *)Input::get_singleton();
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ERR_FAIL_NULL_V(input, 0);
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ARVRPositionalTracker *new_tracker = memnew(ARVRPositionalTracker);
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new_tracker->set_name(p_device_name);
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new_tracker->set_type(ARVRServer::TRACKER_CONTROLLER);
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if (p_hand == 1) {
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new_tracker->set_hand(ARVRPositionalTracker::TRACKER_LEFT_HAND);
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} else if (p_hand == 2) {
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new_tracker->set_hand(ARVRPositionalTracker::TRACKER_RIGHT_HAND);
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}
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// also register as joystick...
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int joyid = input->get_unused_joy_id();
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if (joyid != -1) {
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new_tracker->set_joy_id(joyid);
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input->joy_connection_changed(joyid, true, p_device_name, "");
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}
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if (p_tracks_orientation) {
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Basis orientation;
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new_tracker->set_orientation(orientation);
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}
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if (p_tracks_position) {
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Vector3 position;
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new_tracker->set_position(position);
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}
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// add our tracker to our server and remember its pointer
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arvr_server->add_tracker(new_tracker);
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// note, this ID is only unique within controllers!
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return new_tracker->get_tracker_id();
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}
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void GDAPI godot_arvr_remove_controller(godot_int p_controller_id) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL(arvr_server);
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InputDefault *input = (InputDefault *)Input::get_singleton();
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ERR_FAIL_NULL(input);
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ARVRPositionalTracker *remove_tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
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if (remove_tracker != NULL) {
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// unset our joystick if applicable
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int joyid = remove_tracker->get_joy_id();
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if (joyid != -1) {
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input->joy_connection_changed(joyid, false, "", "");
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remove_tracker->set_joy_id(-1);
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}
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// remove our tracker from our server
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arvr_server->remove_tracker(remove_tracker);
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memdelete(remove_tracker);
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}
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}
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void GDAPI godot_arvr_set_controller_transform(godot_int p_controller_id, godot_transform *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL(arvr_server);
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ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
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if (tracker != NULL) {
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Transform *transform = (Transform *)p_transform;
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if (p_tracks_orientation) {
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tracker->set_orientation(transform->basis);
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}
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if (p_tracks_position) {
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tracker->set_rw_position(transform->origin);
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}
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}
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}
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void GDAPI godot_arvr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL(arvr_server);
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InputDefault *input = (InputDefault *)Input::get_singleton();
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ERR_FAIL_NULL(input);
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ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
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if (tracker != NULL) {
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int joyid = tracker->get_joy_id();
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if (joyid != -1) {
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input->joy_button(joyid, p_button, p_is_pressed);
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}
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}
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}
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void GDAPI godot_arvr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_real p_value, godot_bool p_can_be_negative) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL(arvr_server);
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InputDefault *input = (InputDefault *)Input::get_singleton();
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ERR_FAIL_NULL(input);
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ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
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if (tracker != NULL) {
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int joyid = tracker->get_joy_id();
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if (joyid != -1) {
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InputDefault::JoyAxis jx;
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jx.min = p_can_be_negative ? -1 : 0;
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jx.value = p_value;
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input->joy_axis(joyid, p_axis, jx);
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}
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}
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}
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godot_real GDAPI godot_arvr_get_controller_rumble(godot_int p_controller_id) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, 0.0);
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ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
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if (tracker != NULL) {
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return tracker->get_rumble();
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}
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return 0.0;
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}
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}
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