godot/modules/gdnative/xr/xr_interface_gdnative.h

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/*************************************************************************/
/* xr_interface_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 XR_INTERFACE_GDNATIVE_H
#define XR_INTERFACE_GDNATIVE_H
#include "modules/gdnative/gdnative.h"
#include "servers/xr/xr_interface.h"
/**
@authors Hinsbart & Karroffel & Mux213
This subclass of our AR/VR interface forms a bridge to GDNative.
*/
class XRInterfaceGDNative : public XRInterface {
GDCLASS(XRInterfaceGDNative, XRInterface);
void cleanup();
protected:
const godot_xr_interface_gdnative *interface;
void *data;
static void _bind_methods();
public:
/** general interface information **/
XRInterfaceGDNative();
~XRInterfaceGDNative();
void set_interface(const godot_xr_interface_gdnative *p_interface);
virtual StringName get_name() const override;
virtual int get_capabilities() const override;
virtual bool is_initialized() const override;
virtual bool initialize() override;
virtual void uninitialize() override;
/** specific to AR **/
virtual bool get_anchor_detection_is_enabled() const override;
virtual void set_anchor_detection_is_enabled(bool p_enable) override;
virtual int get_camera_feed_id() override;
/** rendering and internal **/
virtual Size2 get_render_targetsize() override;
virtual bool is_stereo() override;
virtual Transform get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) override;
// we expose a Vector<float> version of this function to GDNative
Vector<float> _get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
// and a CameraMatrix version to XRServer
virtual CameraMatrix get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) override;
virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye) override;
virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) override;
virtual void process() override;
virtual void notification(int p_what) override;
};
#endif // XR_INTERFACE_GDNATIVE_H