godot/modules/gdnative/arvr/arvr_interface_gdnative.h
2019-04-27 08:39:21 +10:00

89 lines
3.9 KiB
C++

/*************************************************************************/
/* arvr_interface_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 ARVR_INTERFACE_GDNATIVE_H
#define ARVR_INTERFACE_GDNATIVE_H
#include "modules/gdnative/gdnative.h"
#include "servers/arvr/arvr_interface.h"
/**
@authors Hinsbart & Karroffel & Mux213
This subclass of our AR/VR interface forms a bridge to GDNative.
*/
class ARVRInterfaceGDNative : public ARVRInterface {
GDCLASS(ARVRInterfaceGDNative, ARVRInterface)
void cleanup();
protected:
const godot_arvr_interface_gdnative *interface;
void *data;
public:
/** general interface information **/
ARVRInterfaceGDNative();
~ARVRInterfaceGDNative();
void set_interface(const godot_arvr_interface_gdnative *p_interface);
virtual StringName get_name() const;
virtual int get_capabilities() const;
virtual bool is_initialized() const;
virtual bool initialize();
virtual void uninitialize();
/** specific to AR **/
virtual bool get_anchor_detection_is_enabled() const;
virtual void set_anchor_detection_is_enabled(bool p_enable);
/** rendering and internal **/
virtual Size2 get_render_targetsize();
virtual bool is_stereo();
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
// we expose a PoolVector<float> version of this function to GDNative
PoolVector<float> _get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
// and a CameraMatrix version to ARVRServer
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 unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye);
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
virtual void process();
virtual void notification(int p_what);
};
#endif // ARVR_INTERFACE_GDNATIVE_H