/*************************************************************************/ /* 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 ARKit interface between iPhone and Godot */ // forward declaration for some needed objects class ARKitShader; #ifdef __OBJC__ typedef NSObject GodotARAnchor; #else typedef void GodotARAnchor; #endif 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 feed; int image_width[2]; int image_height[2]; PoolVector 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(GodotARAnchor *p_anchor); void _remove_anchor(GodotARAnchor *p_anchor); ARKitInterface(); ~ARKitInterface(); }; #endif /* !ARKIT_INTERFACE_H */