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/*************************************************************************/
/* arvr_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/*************************************************************************/
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# ifndef ARVR_INTERFACE_H
# define ARVR_INTERFACE_H
# include "core/math/camera_matrix.h"
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# include "core/os/thread_safe.h"
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# include "scene/main/viewport.h"
# include "servers/arvr_server.h"
/**
@ author Bastiaan Olij < mux213 @ gmail . com >
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 :
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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 */
} ;
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enum Eyes {
EYE_MONO , /* my son says we should call this EYE_CYCLOPS */
EYE_LEFT ,
EYE_RIGHT
} ;
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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 **/
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virtual StringName get_name ( ) const ;
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virtual int get_capabilities ( ) const = 0 ;
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bool is_primary ( ) ;
void set_is_primary ( bool p_is_primary ) ;
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virtual bool is_initialized ( ) const = 0 ; /* returns true if we've initialized this interface */
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void set_is_initialized ( bool p_initialized ) ; /* helper function, will call initialize or uninitialize */
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virtual bool initialize ( ) = 0 ; /* initialize this interface, if this has an HMD it becomes the primary interface */
virtual void uninitialize ( ) = 0 ; /* deinitialize this interface */
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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 **/
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virtual Size2 get_render_targetsize ( ) = 0 ; /* returns the recommended render target size per eye for this device */
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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 ;
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ARVRInterface ( ) ;
~ ARVRInterface ( ) ;
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} ;
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VARIANT_ENUM_CAST ( ARVRInterface : : Capabilities ) ;
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VARIANT_ENUM_CAST ( ARVRInterface : : Eyes ) ;
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VARIANT_ENUM_CAST ( ARVRInterface : : Tracking_status ) ;
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# endif