godot/modules/gdnative/arvr/arvr_interface_gdnative.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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4.0 KiB
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/*************************************************************************/
/* arvr_interface_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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;
static void _bind_methods();
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);
virtual int get_camera_feed_id();
/** 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