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Diffstat (limited to 'scene/3d/arvr_nodes.h')
-rw-r--r-- | scene/3d/arvr_nodes.h | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h new file mode 100644 index 0000000000..936519126b --- /dev/null +++ b/scene/3d/arvr_nodes.h @@ -0,0 +1,157 @@ +/*************************************************************************/ +/* arvr_nodes.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 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_NODES_H +#define ARVR_NODES_H + +#include "scene/3d/camera.h" +#include "scene/3d/spatial.h" + +/** + @author Bastiaan Olij <mux213@gmail.com> +**/ + +/* + ARVRCamera is a subclass of camera which will register itself with its parent ARVROrigin and as a result is automatically positioned +*/ +class ARVRCamera : public Camera { + + GDCLASS(ARVRCamera, Camera); + +protected: + void _notification(int p_what); + +public: + String get_configuration_warning() const; + + ARVRCamera(); + ~ARVRCamera(); +}; + +/* + ARVRController is a helper node that automatically updates it's position based on tracker data. + + It must be a child node of our ARVROrigin node +*/ + +class ARVRController : public Spatial { + + GDCLASS(ARVRController, Spatial); + +private: + int controller_id; + bool is_active; + int button_states; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_controller_id(int p_controller_id); + int get_controller_id(void) const; + String get_controller_name(void) const; + + int get_joystick_id() const; + int is_button_pressed(int p_button) const; + float get_joystick_axis(int p_axis) const; + + bool get_is_active() const; + + String get_configuration_warning() const; + + ARVRController(); + ~ARVRController(); +}; + +/* + ARVRAnchor is a helper node that automatically updates it's position based on anchor data, it represents a real world location. + It must be a child node of our ARVROrigin node +*/ + +class ARVRAnchor : public Spatial { + GDCLASS(ARVRAnchor, Spatial); + +private: + int anchor_id; + bool is_active; + Vector3 size; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_anchor_id(int p_anchor_id); + int get_anchor_id(void) const; + String get_anchor_name(void) const; + + bool get_is_active() const; + Vector3 get_size() const; + + String get_configuration_warning() const; + + ARVRAnchor(); + ~ARVRAnchor(); +}; + +/* + ARVROrigin is special spatial node that acts as our origin point mapping our real world center of our tracking volume into our virtual world. + + It is this point that you will move around the world as the player 'moves while standing still', i.e. the player moves through teleporting or controller inputs as opposed to physically moving. + + Our camera and controllers will always be child nodes and thus place relative to this origin point. + This node will automatically locate any camera child nodes and update its position while our ARVRController node will handle tracked controllers. +*/ +class ARVROrigin : public Spatial { + + GDCLASS(ARVROrigin, Spatial); + +private: + ARVRCamera *tracked_camera; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + String get_configuration_warning() const; + + void set_tracked_camera(ARVRCamera *p_tracked_camera); + void clear_tracked_camera_if(ARVRCamera *p_tracked_camera); + + float get_world_scale() const; + void set_world_scale(float p_world_scale); + + ARVROrigin(); + ~ARVROrigin(); +}; + +#endif /* ARVR_NODES_H */ |