a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
92 lines
4.8 KiB
C++
92 lines
4.8 KiB
C++
/*************************************************************************/
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/* godot_arvr.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 GODOT_NATIVEARVR_H
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#define GODOT_NATIVEARVR_H
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#include <gdnative/gdnative.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// For future versions of the API we should only add new functions at the end of the structure and use the
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// version info to detect whether a call is available
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// Use these to populate version in your plugin
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#define GODOTVR_API_MAJOR 1
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#define GODOTVR_API_MINOR 1
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typedef struct {
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godot_gdnative_api_version version; /* version of our API */
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void *(*constructor)(godot_object *);
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void (*destructor)(void *);
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godot_string (*get_name)(const void *);
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godot_int (*get_capabilities)(const void *);
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godot_bool (*get_anchor_detection_is_enabled)(const void *);
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void (*set_anchor_detection_is_enabled)(void *, godot_bool);
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godot_bool (*is_stereo)(const void *);
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godot_bool (*is_initialized)(const void *);
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godot_bool (*initialize)(void *);
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void (*uninitialize)(void *);
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godot_vector2 (*get_render_targetsize)(const void *);
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godot_transform (*get_transform_for_eye)(void *, godot_int, godot_transform *);
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void (*fill_projection_for_eye)(void *, godot_real *, godot_int, godot_real, godot_real, godot_real);
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void (*commit_for_eye)(void *, godot_int, godot_rid *, godot_rect2 *);
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void (*process)(void *);
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// only in 1.1 onwards
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godot_int (*get_external_texture_for_eye)(void *, godot_int);
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void (*notification)(void *, godot_int);
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godot_int (*get_camera_feed_id)(void *);
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} godot_arvr_interface_gdnative;
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void GDAPI godot_arvr_register_interface(const godot_arvr_interface_gdnative *p_interface);
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// helper functions to access ARVRServer data
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godot_real GDAPI godot_arvr_get_worldscale();
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godot_transform GDAPI godot_arvr_get_reference_frame();
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// helper functions for rendering
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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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godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target);
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// helper functions for updating ARVR controllers
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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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void GDAPI godot_arvr_remove_controller(godot_int p_controller_id);
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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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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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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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godot_real GDAPI godot_arvr_get_controller_rumble(godot_int p_controller_id);
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#ifdef __cplusplus
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}
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#endif
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#endif /* !GODOT_NATIVEARVR_H */
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