02ea99129e
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
146 lines
6.2 KiB
C++
146 lines
6.2 KiB
C++
/*************************************************************************/
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/* arvr_interface.cpp */
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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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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#include "arvr_interface.h"
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void ARVRInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_name"), &ARVRInterface::get_name);
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ClassDB::bind_method(D_METHOD("get_capabilities"), &ARVRInterface::get_capabilities);
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ClassDB::bind_method(D_METHOD("is_primary"), &ARVRInterface::is_primary);
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ClassDB::bind_method(D_METHOD("set_is_primary", "enable"), &ARVRInterface::set_is_primary);
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ClassDB::bind_method(D_METHOD("is_initialized"), &ARVRInterface::is_initialized);
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ClassDB::bind_method(D_METHOD("set_is_initialized", "initialized"), &ARVRInterface::set_is_initialized);
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ClassDB::bind_method(D_METHOD("initialize"), &ARVRInterface::initialize);
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ClassDB::bind_method(D_METHOD("uninitialize"), &ARVRInterface::uninitialize);
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ClassDB::bind_method(D_METHOD("get_tracking_status"), &ARVRInterface::get_tracking_status);
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ClassDB::bind_method(D_METHOD("get_render_targetsize"), &ARVRInterface::get_render_targetsize);
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ClassDB::bind_method(D_METHOD("is_stereo"), &ARVRInterface::is_stereo);
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ADD_GROUP("Interface", "interface_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_primary"), "set_is_primary", "is_primary");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_initialized"), "set_is_initialized", "is_initialized");
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// we don't have any properties specific to VR yet....
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// but we do have properties specific to AR....
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ClassDB::bind_method(D_METHOD("get_anchor_detection_is_enabled"), &ARVRInterface::get_anchor_detection_is_enabled);
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ClassDB::bind_method(D_METHOD("set_anchor_detection_is_enabled", "enable"), &ARVRInterface::set_anchor_detection_is_enabled);
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ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &ARVRInterface::get_camera_feed_id);
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ADD_GROUP("AR", "ar_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ar_is_anchor_detection_enabled"), "set_anchor_detection_is_enabled", "get_anchor_detection_is_enabled");
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BIND_ENUM_CONSTANT(ARVR_NONE);
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BIND_ENUM_CONSTANT(ARVR_MONO);
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BIND_ENUM_CONSTANT(ARVR_STEREO);
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BIND_ENUM_CONSTANT(ARVR_AR);
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BIND_ENUM_CONSTANT(ARVR_EXTERNAL);
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BIND_ENUM_CONSTANT(EYE_MONO);
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BIND_ENUM_CONSTANT(EYE_LEFT);
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BIND_ENUM_CONSTANT(EYE_RIGHT);
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BIND_ENUM_CONSTANT(ARVR_NORMAL_TRACKING);
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BIND_ENUM_CONSTANT(ARVR_EXCESSIVE_MOTION);
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BIND_ENUM_CONSTANT(ARVR_INSUFFICIENT_FEATURES);
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BIND_ENUM_CONSTANT(ARVR_UNKNOWN_TRACKING);
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BIND_ENUM_CONSTANT(ARVR_NOT_TRACKING);
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};
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StringName ARVRInterface::get_name() const {
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return "Unknown";
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};
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bool ARVRInterface::is_primary() {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, false);
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return arvr_server->get_primary_interface() == this;
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};
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void ARVRInterface::set_is_primary(bool p_is_primary) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL(arvr_server);
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if (p_is_primary) {
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ERR_FAIL_COND(!is_initialized());
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arvr_server->set_primary_interface(this);
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} else {
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arvr_server->clear_primary_interface_if(this);
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};
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};
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void ARVRInterface::set_is_initialized(bool p_initialized) {
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if (p_initialized) {
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if (!is_initialized()) {
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initialize();
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};
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} else {
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if (is_initialized()) {
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uninitialize();
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};
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};
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};
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ARVRInterface::Tracking_status ARVRInterface::get_tracking_status() const {
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return tracking_state;
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};
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ARVRInterface::ARVRInterface() {
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tracking_state = ARVR_UNKNOWN_TRACKING;
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};
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ARVRInterface::~ARVRInterface(){};
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// optional render to external texture which enhances performance on those platforms that require us to submit our end result into special textures.
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unsigned int ARVRInterface::get_external_texture_for_eye(ARVRInterface::Eyes p_eye) {
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return 0;
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};
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/** these will only be implemented on AR interfaces, so we want dummies for VR **/
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bool ARVRInterface::get_anchor_detection_is_enabled() const {
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return false;
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};
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void ARVRInterface::set_anchor_detection_is_enabled(bool p_enable){
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// don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc.
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};
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int ARVRInterface::get_camera_feed_id() {
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// don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc.
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return 0;
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};
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