d9cefb34c1
This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
126 lines
4.8 KiB
C++
126 lines
4.8 KiB
C++
/*************************************************************************/
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/* arkit_interface.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef ARKIT_INTERFACE_H
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#define ARKIT_INTERFACE_H
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#include "servers/arvr/arvr_interface.h"
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#include "servers/arvr/arvr_positional_tracker.h"
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#include "servers/camera/camera_feed.h"
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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ARKit interface between iPhone and Godot
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*/
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// forward declaration for some needed objects
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class ARKitShader;
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class ARKitInterface : public ARVRInterface {
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GDCLASS(ARKitInterface, ARVRInterface);
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private:
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bool initialized;
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bool session_was_started;
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bool plane_detection_is_enabled;
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bool light_estimation_is_enabled;
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real_t ambient_intensity;
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real_t ambient_color_temperature;
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Transform transform;
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CameraMatrix projection;
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float eye_height, z_near, z_far;
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Ref<CameraFeed> feed;
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int image_width[2];
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int image_height[2];
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PoolVector<uint8_t> img_data[2];
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struct anchor_map {
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ARVRPositionalTracker *tracker;
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unsigned char uuid[16];
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};
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///@TODO should use memory map object from Godot?
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unsigned int num_anchors;
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unsigned int max_anchors;
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anchor_map *anchors;
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ARVRPositionalTracker *get_anchor_for_uuid(const unsigned char *p_uuid);
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void remove_anchor_for_uuid(const unsigned char *p_uuid);
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void remove_all_anchors();
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protected:
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static void _bind_methods();
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public:
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void start_session();
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void stop_session();
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bool get_anchor_detection_is_enabled() const;
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void set_anchor_detection_is_enabled(bool p_enable);
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virtual int get_camera_feed_id();
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bool get_light_estimation_is_enabled() const;
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void set_light_estimation_is_enabled(bool p_enable);
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real_t get_ambient_intensity() const;
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real_t get_ambient_color_temperature() const;
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/* while Godot has its own raycast logic this takes ARKits camera into account and hits on any ARAnchor */
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Array raycast(Vector2 p_screen_coord);
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void notification(int p_what);
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virtual StringName get_name() const;
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virtual int get_capabilities() const;
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virtual bool is_initialized() const;
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virtual bool initialize();
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virtual void uninitialize();
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virtual Size2 get_render_targetsize();
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virtual bool is_stereo();
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virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
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virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
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virtual void process();
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// called by delegate (void * because C++ and Obj-C don't always mix, should really change all platform/iphone/*.cpp files to .mm)
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void _add_or_update_anchor(void *p_anchor);
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void _remove_anchor(void *p_anchor);
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ARKitInterface();
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~ARKitInterface();
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};
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#endif /* !ARKIT_INTERFACE_H */
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