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+/*************************************************************************/
+/* xr_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 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;
+ 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(XRInterface::Eyes p_eye, const Transform &p_cam_transform);
+
+ // 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);
+
+ virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye);
+ virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
+
+ virtual void process();
+ virtual void notification(int p_what);
+};
+
+#endif // XR_INTERFACE_GDNATIVE_H