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- /*************************************************************************/
- /* arkit_interface.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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 ARKIT_INTERFACE_H
- #define ARKIT_INTERFACE_H
- #include "servers/arvr/arvr_interface.h"
- #include "servers/arvr/arvr_positional_tracker.h"
- #include "servers/camera/camera_feed.h"
- /**
- @author Bastiaan Olij <[email protected]>
- ARKit interface between iPhone and Godot
- */
- // forward declaration for some needed objects
- class ARKitShader;
- class ARKitInterface : public ARVRInterface {
- GDCLASS(ARKitInterface, ARVRInterface);
- private:
- bool initialized;
- bool session_was_started;
- bool plane_detection_is_enabled;
- bool light_estimation_is_enabled;
- real_t ambient_intensity;
- real_t ambient_color_temperature;
- Transform transform;
- CameraMatrix projection;
- float eye_height, z_near, z_far;
- Ref<CameraFeed> feed;
- int image_width[2];
- int image_height[2];
- PoolVector<uint8_t> img_data[2];
- struct anchor_map {
- ARVRPositionalTracker *tracker;
- unsigned char uuid[16];
- };
- ///@TODO should use memory map object from Godot?
- unsigned int num_anchors;
- unsigned int max_anchors;
- anchor_map *anchors;
- ARVRPositionalTracker *get_anchor_for_uuid(const unsigned char *p_uuid);
- void remove_anchor_for_uuid(const unsigned char *p_uuid);
- void remove_all_anchors();
- protected:
- static void _bind_methods();
- public:
- void start_session();
- void stop_session();
- bool get_anchor_detection_is_enabled() const;
- void set_anchor_detection_is_enabled(bool p_enable);
- virtual int get_camera_feed_id();
- bool get_light_estimation_is_enabled() const;
- void set_light_estimation_is_enabled(bool p_enable);
- real_t get_ambient_intensity() const;
- real_t get_ambient_color_temperature() const;
- /* while Godot has its own raycast logic this takes ARKits camera into account and hits on any ARAnchor */
- Array raycast(Vector2 p_screen_coord);
- void notification(int p_what);
- virtual StringName get_name() const;
- virtual int get_capabilities() const;
- virtual bool is_initialized() const;
- virtual bool initialize();
- virtual void uninitialize();
- virtual Size2 get_render_targetsize();
- virtual bool is_stereo();
- virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
- virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
- virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
- virtual void process();
- // called by delegate (void * because C++ and Obj-C don't always mix, should really change all platform/iphone/*.cpp files to .mm)
- void _add_or_update_anchor(void *p_anchor);
- void _remove_anchor(void *p_anchor);
- ARKitInterface();
- ~ARKitInterface();
- };
- #endif /* !ARKIT_INTERFACE_H */
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