49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
104 lines
4.5 KiB
C++
104 lines
4.5 KiB
C++
/*************************************************************************/
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/* webxr_interface_js.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 WEBXR_INTERFACE_JS_H
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#define WEBXR_INTERFACE_JS_H
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#ifdef JAVASCRIPT_ENABLED
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#include "webxr_interface.h"
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/**
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@author David Snopek <david.snopek@snopekgames.com>
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The WebXR interface is a VR/AR interface that can be used on the web.
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*/
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class WebXRInterfaceJS : public WebXRInterface {
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GDCLASS(WebXRInterfaceJS, WebXRInterface);
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private:
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bool initialized;
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// @todo Should these really use enums instead of strings?
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String session_mode;
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String required_features;
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String optional_features;
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String requested_reference_space_types;
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String reference_space_type;
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bool controllers_state[2];
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Transform _js_matrix_to_transform(float *p_js_matrix);
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void _update_tracker(int p_controller_id);
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public:
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virtual void is_session_supported(const String &p_session_mode);
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virtual void set_session_mode(String p_session_mode);
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virtual String get_session_mode() const;
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virtual void set_required_features(String p_required_features);
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virtual String get_required_features() const;
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virtual void set_optional_features(String p_optional_features);
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virtual String get_optional_features() const;
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virtual void set_requested_reference_space_types(String p_requested_reference_space_types);
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virtual String get_requested_reference_space_types() const;
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void _set_reference_space_type(String p_reference_space_type);
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virtual String get_reference_space_type() const;
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virtual ARVRPositionalTracker *get_controller(int p_controller_id) const;
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virtual String get_visibility_state() const;
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virtual PoolVector3Array get_bounds_geometry() const;
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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 unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye);
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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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virtual void notification(int p_what);
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void _on_controller_changed();
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WebXRInterfaceJS();
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~WebXRInterfaceJS();
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};
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#endif // JAVASCRIPT_ENABLED
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#endif // WEBXR_INTERFACE_JS_H
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