2017-10-07 13:51:17 +00:00
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/*************************************************************************/
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2020-04-08 14:47:36 +00:00
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/* xr_interface_gdnative.h */
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2017-10-07 13:51:17 +00:00
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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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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2017-10-07 13:51:17 +00:00
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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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2020-04-08 14:47:36 +00:00
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#ifndef XR_INTERFACE_GDNATIVE_H
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#define XR_INTERFACE_GDNATIVE_H
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#include "modules/gdnative/gdnative.h"
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#include "servers/xr/xr_interface.h"
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/**
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@authors Hinsbart & Karroffel & Mux213
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This subclass of our AR/VR interface forms a bridge to GDNative.
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*/
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class XRInterfaceGDNative : public XRInterface {
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GDCLASS(XRInterfaceGDNative, XRInterface);
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void cleanup();
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protected:
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const godot_xr_interface_gdnative *interface;
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void *data;
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2019-06-01 13:42:22 +00:00
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static void _bind_methods();
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public:
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/** general interface information **/
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XRInterfaceGDNative();
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~XRInterfaceGDNative();
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void set_interface(const godot_xr_interface_gdnative *p_interface);
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2020-07-10 10:34:39 +00:00
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virtual StringName get_name() const override;
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virtual int get_capabilities() const override;
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2020-07-10 10:34:39 +00:00
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virtual bool is_initialized() const override;
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virtual bool initialize() override;
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virtual void uninitialize() override;
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/** specific to AR **/
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virtual bool get_anchor_detection_is_enabled() const override;
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virtual void set_anchor_detection_is_enabled(bool p_enable) override;
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virtual int get_camera_feed_id() override;
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/** rendering and internal **/
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virtual Size2 get_render_targetsize() override;
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virtual uint32_t get_view_count() override;
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virtual Transform3D get_camera_transform() override;
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virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) override;
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2020-02-17 21:06:54 +00:00
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// we expose a Vector<float> version of this function to GDNative
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Vector<float> _get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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// and a CameraMatrix version to XRServer
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virtual CameraMatrix get_projection_for_view(uint32_t p_view, real_t p_aspect, real_t p_z_near, real_t p_z_far) override;
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virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) override;
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2020-07-10 10:34:39 +00:00
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virtual void process() override;
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virtual void notification(int p_what) override;
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// deprecated
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virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) override;
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virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye) override;
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};
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2020-04-08 14:47:36 +00:00
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#endif // XR_INTERFACE_GDNATIVE_H
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