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/**************************************************************************/
/* xr_interface_extension.h */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# ifndef XR_INTERFACE_EXTENSION_H
# define XR_INTERFACE_EXTENSION_H
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# include "servers/xr/xr_interface.h"
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class XRInterfaceExtension : public XRInterface {
GDCLASS ( XRInterfaceExtension , XRInterface ) ;
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public :
private :
bool can_add_blits = false ;
Vector < BlitToScreen > blits ;
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protected :
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_THREAD_SAFE_CLASS_
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static void _bind_methods ( ) ;
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public :
/** general interface information **/
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virtual StringName get_name ( ) const override ;
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virtual uint32_t get_capabilities ( ) const override ;
GDVIRTUAL0RC ( StringName , _get_name ) ;
GDVIRTUAL0RC ( uint32_t , _get_capabilities ) ;
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virtual bool is_initialized ( ) const override ;
virtual bool initialize ( ) override ;
virtual void uninitialize ( ) override ;
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GDVIRTUAL0RC ( bool , _is_initialized ) ;
GDVIRTUAL0R ( bool , _initialize ) ;
GDVIRTUAL0 ( _uninitialize ) ;
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/** input and output **/
virtual PackedStringArray get_suggested_tracker_names ( ) const override ; /* return a list of likely/suggested tracker names */
virtual PackedStringArray get_suggested_pose_names ( const StringName & p_tracker_name ) const override ; /* return a list of likely/suggested action names for this tracker */
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virtual TrackingStatus get_tracking_status ( ) const override ;
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virtual void trigger_haptic_pulse ( const String & p_action_name , const StringName & p_tracker_name , double p_frequency , double p_amplitude , double p_duration_sec , double p_delay_sec = 0 ) override ;
GDVIRTUAL0RC ( PackedStringArray , _get_suggested_tracker_names ) ;
GDVIRTUAL1RC ( PackedStringArray , _get_suggested_pose_names , const StringName & ) ;
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GDVIRTUAL0RC ( XRInterface : : TrackingStatus , _get_tracking_status ) ;
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GDVIRTUAL6 ( _trigger_haptic_pulse , const String & , const StringName & , double , double , double , double ) ;
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/** specific to VR **/
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virtual bool supports_play_area_mode ( XRInterface : : PlayAreaMode p_mode ) override ; /* query if this interface supports this play area mode */
virtual XRInterface : : PlayAreaMode get_play_area_mode ( ) const override ; /* get the current play area mode */
virtual bool set_play_area_mode ( XRInterface : : PlayAreaMode p_mode ) override ; /* change the play area mode, note that this should return false if the mode is not available */
virtual PackedVector3Array get_play_area ( ) const override ; /* if available, returns an array of vectors denoting the play area the player can move around in */
GDVIRTUAL1RC ( bool , _supports_play_area_mode , XRInterface : : PlayAreaMode ) ;
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GDVIRTUAL0RC ( XRInterface : : PlayAreaMode , _get_play_area_mode ) ;
GDVIRTUAL1RC ( bool , _set_play_area_mode , XRInterface : : PlayAreaMode ) ;
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GDVIRTUAL0RC ( PackedVector3Array , _get_play_area ) ;
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/** specific to AR **/
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virtual bool get_anchor_detection_is_enabled ( ) const override ;
virtual void set_anchor_detection_is_enabled ( bool p_enable ) override ;
virtual int get_camera_feed_id ( ) override ;
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GDVIRTUAL0RC ( bool , _get_anchor_detection_is_enabled ) ;
GDVIRTUAL1 ( _set_anchor_detection_is_enabled , bool ) ;
GDVIRTUAL0RC ( int , _get_camera_feed_id ) ;
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/** rendering and internal **/
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virtual Size2 get_render_target_size ( ) override ;
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virtual uint32_t get_view_count ( ) override ;
virtual Transform3D get_camera_transform ( ) override ;
virtual Transform3D get_transform_for_view ( uint32_t p_view , const Transform3D & p_cam_transform ) override ;
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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virtual Projection get_projection_for_view ( uint32_t p_view , double p_aspect , double p_z_near , double p_z_far ) override ;
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virtual RID get_vrs_texture ( ) override ;
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virtual RID get_color_texture ( ) override ;
virtual RID get_depth_texture ( ) override ;
virtual RID get_velocity_texture ( ) override ;
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GDVIRTUAL0R ( Size2 , _get_render_target_size ) ;
GDVIRTUAL0R ( uint32_t , _get_view_count ) ;
GDVIRTUAL0R ( Transform3D , _get_camera_transform ) ;
GDVIRTUAL2R ( Transform3D , _get_transform_for_view , uint32_t , const Transform3D & ) ;
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GDVIRTUAL4R ( PackedFloat64Array , _get_projection_for_view , uint32_t , double , double , double ) ;
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GDVIRTUAL0R ( RID , _get_vrs_texture ) ;
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GDVIRTUAL0R ( RID , _get_color_texture ) ;
GDVIRTUAL0R ( RID , _get_depth_texture ) ;
GDVIRTUAL0R ( RID , _get_velocity_texture ) ;
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void add_blit ( RID p_render_target , Rect2 p_src_rect , Rect2i p_dst_rect , bool p_use_layer = false , uint32_t p_layer = 0 , bool p_apply_lens_distortion = false , Vector2 p_eye_center = Vector2 ( ) , double p_k1 = 0.0 , double p_k2 = 0.0 , double p_upscale = 1.0 , double p_aspect_ratio = 1.0 ) ;
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virtual void process ( ) override ;
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virtual void pre_render ( ) override ;
virtual bool pre_draw_viewport ( RID p_render_target ) override ;
virtual Vector < BlitToScreen > post_draw_viewport ( RID p_render_target , const Rect2 & p_screen_rect ) override ;
virtual void end_frame ( ) override ;
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GDVIRTUAL0 ( _process ) ;
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GDVIRTUAL0 ( _pre_render ) ;
GDVIRTUAL1R ( bool , _pre_draw_viewport , RID ) ;
GDVIRTUAL2 ( _post_draw_viewport , RID , const Rect2 & ) ;
GDVIRTUAL0 ( _end_frame ) ;
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/* access to some internals we need */
RID get_render_target_texture ( RID p_render_target ) ;
// RID get_render_target_depth(RID p_render_target);
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} ;
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# endif // XR_INTERFACE_EXTENSION_H