godot/modules/gdnative/arvr/arvr_interface_gdnative.cpp

399 lines
13 KiB
C++

/*************************************************************************/
/* arvr_interface_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "arvr_interface_gdnative.h"
#include "main/input_default.h"
#include "servers/arvr/arvr_positional_tracker.h"
#include "servers/visual/visual_server_global.h"
ARVRInterfaceGDNative::ARVRInterfaceGDNative() {
// testing
printf("Construct gdnative interface\n");
// we won't have our data pointer until our library gets set
data = NULL;
interface = NULL;
}
ARVRInterfaceGDNative::~ARVRInterfaceGDNative() {
printf("Destruct gdnative interface\n");
if (is_initialized()) {
uninitialize();
};
// cleanup after ourselves
cleanup();
}
void ARVRInterfaceGDNative::cleanup() {
if (interface != NULL) {
interface->destructor(data);
data = NULL;
interface = NULL;
}
}
void ARVRInterfaceGDNative::set_interface(const godot_arvr_interface_gdnative *p_interface) {
// this should only be called once, just being paranoid..
if (interface) {
cleanup();
}
// bind to our interface
interface = p_interface;
// Now we do our constructing...
data = interface->constructor((godot_object *)this);
}
StringName ARVRInterfaceGDNative::get_name() const {
ERR_FAIL_COND_V(interface == NULL, StringName());
godot_string result = interface->get_name(data);
StringName name = *(String *)&result;
godot_string_destroy(&result);
return name;
}
int ARVRInterfaceGDNative::get_capabilities() const {
int capabilities;
ERR_FAIL_COND_V(interface == NULL, 0); // 0 = None
capabilities = interface->get_capabilities(data);
return capabilities;
}
bool ARVRInterfaceGDNative::get_anchor_detection_is_enabled() const {
bool enabled;
ERR_FAIL_COND_V(interface == NULL, false);
enabled = interface->get_anchor_detection_is_enabled(data);
return enabled;
}
void ARVRInterfaceGDNative::set_anchor_detection_is_enabled(bool p_enable) {
ERR_FAIL_COND(interface == NULL);
interface->set_anchor_detection_is_enabled(data, p_enable);
}
bool ARVRInterfaceGDNative::is_stereo() {
bool stereo;
ERR_FAIL_COND_V(interface == NULL, false);
stereo = interface->is_stereo(data);
return stereo;
}
bool ARVRInterfaceGDNative::is_initialized() {
bool initialized;
ERR_FAIL_COND_V(interface == NULL, false);
initialized = interface->is_initialized(data);
return initialized;
}
bool ARVRInterfaceGDNative::initialize() {
bool initialized;
ERR_FAIL_COND_V(interface == NULL, false);
initialized = interface->initialize(data);
if (initialized) {
// if we successfully initialize our interface and we don't have a primary interface yet, this becomes our primary interface
ARVRServer *arvr_server = ARVRServer::get_singleton();
if ((arvr_server != NULL) && (arvr_server->get_primary_interface() == NULL)) {
arvr_server->set_primary_interface(this);
};
};
return initialized;
}
void ARVRInterfaceGDNative::uninitialize() {
ERR_FAIL_COND(interface == NULL);
ARVRServer *arvr_server = ARVRServer::get_singleton();
if (arvr_server != NULL) {
// Whatever happens, make sure this is no longer our primary interface
arvr_server->clear_primary_interface_if(this);
}
interface->uninitialize(data);
}
Size2 ARVRInterfaceGDNative::get_render_targetsize() {
ERR_FAIL_COND_V(interface == NULL, Size2());
godot_vector2 result = interface->get_render_targetsize(data);
Vector2 *vec = (Vector2 *)&result;
return *vec;
}
Transform ARVRInterfaceGDNative::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
Transform *ret;
ERR_FAIL_COND_V(interface == NULL, Transform());
godot_transform t = interface->get_transform_for_eye(data, (int)p_eye, (godot_transform *)&p_cam_transform);
ret = (Transform *)&t;
return *ret;
}
CameraMatrix ARVRInterfaceGDNative::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
CameraMatrix cm;
ERR_FAIL_COND_V(interface == NULL, CameraMatrix());
interface->fill_projection_for_eye(data, (godot_real *)cm.matrix, (godot_int)p_eye, p_aspect, p_z_near, p_z_far);
return cm;
}
void ARVRInterfaceGDNative::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
ERR_FAIL_COND(interface == NULL);
interface->commit_for_eye(data, (godot_int)p_eye, (godot_rid *)&p_render_target, (godot_rect2 *)&p_screen_rect);
}
void ARVRInterfaceGDNative::process() {
ERR_FAIL_COND(interface == NULL);
interface->process(data);
}
/////////////////////////////////////////////////////////////////////////////////////
// some helper callbacks
extern "C" {
void GDAPI godot_arvr_register_interface(const godot_arvr_interface_gdnative *p_interface) {
Ref<ARVRInterfaceGDNative> new_interface;
new_interface.instance();
new_interface->set_interface((godot_arvr_interface_gdnative *const)p_interface);
ARVRServer::get_singleton()->add_interface(new_interface);
}
godot_real GDAPI godot_arvr_get_worldscale() {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 1.0);
return arvr_server->get_world_scale();
}
godot_transform GDAPI godot_arvr_get_reference_frame() {
godot_transform reference_frame;
Transform *reference_frame_ptr = (Transform *)&reference_frame;
ARVRServer *arvr_server = ARVRServer::get_singleton();
if (arvr_server != NULL) {
*reference_frame_ptr = arvr_server->get_reference_frame();
} else {
godot_transform_new_identity(&reference_frame);
}
return reference_frame;
}
void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect) {
// blits out our texture as is, handy for preview display of one of the eyes that is already rendered with lens distortion on an external HMD
ARVRInterface::Eyes eye = (ARVRInterface::Eyes)p_eye;
RID *render_target = (RID *)p_render_target;
Rect2 screen_rect = *(Rect2 *)p_rect;
if (eye == ARVRInterface::EYE_LEFT) {
screen_rect.size.x /= 2.0;
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
screen_rect.size.x /= 2.0;
screen_rect.position.x += screen_rect.size.x;
}
VSG::rasterizer->set_current_render_target(RID());
VSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
}
godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
// In order to send off our textures to display on our hardware we need the opengl texture ID instead of the render target RID
// This is a handy function to expose that.
RID *render_target = (RID *)p_render_target;
RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
return texid;
}
godot_int GDAPI godot_arvr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 0);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL_V(input, 0);
ARVRPositionalTracker *new_tracker = memnew(ARVRPositionalTracker);
new_tracker->set_name(p_device_name);
new_tracker->set_type(ARVRServer::TRACKER_CONTROLLER);
if (p_hand == 1) {
new_tracker->set_hand(ARVRPositionalTracker::TRACKER_LEFT_HAND);
} else if (p_hand == 2) {
new_tracker->set_hand(ARVRPositionalTracker::TRACKER_RIGHT_HAND);
}
// also register as joystick...
int joyid = input->get_unused_joy_id();
if (joyid != -1) {
new_tracker->set_joy_id(joyid);
input->joy_connection_changed(joyid, true, p_device_name, "");
}
if (p_tracks_orientation) {
Basis orientation;
new_tracker->set_orientation(orientation);
}
if (p_tracks_position) {
Vector3 position;
new_tracker->set_position(position);
}
// add our tracker to our server and remember its pointer
arvr_server->add_tracker(new_tracker);
// note, this ID is only unique within controllers!
return new_tracker->get_tracker_id();
}
void GDAPI godot_arvr_remove_controller(godot_int p_controller_id) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
ARVRPositionalTracker *remove_tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (remove_tracker != NULL) {
// unset our joystick if applicable
int joyid = remove_tracker->get_joy_id();
if (joyid != -1) {
input->joy_connection_changed(joyid, false, "", "");
remove_tracker->set_joy_id(-1);
}
// remove our tracker from our server
arvr_server->remove_tracker(remove_tracker);
memdelete(remove_tracker);
}
}
void GDAPI godot_arvr_set_controller_transform(godot_int p_controller_id, godot_transform *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker != NULL) {
Transform *transform = (Transform *)p_transform;
if (p_tracks_orientation) {
tracker->set_orientation(transform->basis);
}
if (p_tracks_position) {
tracker->set_rw_position(transform->origin);
}
}
}
void GDAPI godot_arvr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker != NULL) {
int joyid = tracker->get_joy_id();
if (joyid != -1) {
input->joy_button(joyid, p_button, p_is_pressed);
}
}
}
void GDAPI godot_arvr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_real p_value, godot_bool p_can_be_negative) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker != NULL) {
int joyid = tracker->get_joy_id();
if (joyid != -1) {
InputDefault::JoyAxis jx;
jx.min = p_can_be_negative ? -1 : 0;
jx.value = p_value;
input->joy_axis(joyid, p_axis, jx);
}
}
}
godot_real GDAPI godot_arvr_get_controller_rumble(godot_int p_controller_id) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 0.0);
ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker != NULL) {
return tracker->get_rumble();
}
return 0.0;
}
}