| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123 | /*************************************************************************//*  arvr_interface.h                                                     *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* 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 <[email protected]>	The ARVR interface is a template class ontop of which we build interface to differt 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);	/** 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 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;	ARVRInterface();	~ARVRInterface();};VARIANT_ENUM_CAST(ARVRInterface::Capabilities);VARIANT_ENUM_CAST(ARVRInterface::Eyes);VARIANT_ENUM_CAST(ARVRInterface::Tracking_status);#endif
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