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+/*************************************************************************/
+/* xr_interface.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_H
+#define XR_INTERFACE_H
+
+#include "core/math/camera_matrix.h"
+#include "core/os/thread_safe.h"
+#include "scene/main/window.h"
+#include "servers/xr_server.h"
+
+/**
+ @author Bastiaan Olij <mux213@gmail.com>
+
+ The XR interface is a template class ontop of which we build interface to different AR, VR and tracking SDKs.
+ The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
+ when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
+
+ If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
+
+ Note that we may make this into a fully instantiable class for GDNative support.
+*/
+
+class XRInterface : public Reference {
+ GDCLASS(XRInterface, Reference);
+
+public:
+ enum Capabilities { /* purely meta data, provides some info about what this interface supports */
+ XR_NONE = 0, /* no capabilities */
+ XR_MONO = 1, /* can be used with mono output */
+ XR_STEREO = 2, /* can be used with stereo output */
+ XR_AR = 4, /* offers a camera feed for AR */
+ XR_EXTERNAL = 8 /* renders to external device */
+ };
+
+ enum Eyes {
+ EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
+ EYE_LEFT,
+ EYE_RIGHT
+ };
+
+ enum Tracking_status { /* tracking status currently based on AR but we can start doing more with this for VR as well */
+ XR_NORMAL_TRACKING,
+ XR_EXCESSIVE_MOTION,
+ XR_INSUFFICIENT_FEATURES,
+ XR_UNKNOWN_TRACKING,
+ XR_NOT_TRACKING
+ };
+
+protected:
+ _THREAD_SAFE_CLASS_
+
+ Tracking_status tracking_state;
+ static void _bind_methods();
+
+public:
+ /** general interface information **/
+ virtual StringName get_name() const;
+ virtual int get_capabilities() const = 0;
+
+ bool is_primary();
+ void set_is_primary(bool p_is_primary);
+
+ virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
+ void set_is_initialized(bool p_initialized); /* helper function, will call initialize or uninitialize */
+ virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
+ virtual void uninitialize() = 0; /* deinitialize this interface */
+
+ Tracking_status get_tracking_status() const; /* get the status of our current tracking */
+
+ /** specific to VR **/
+ // nothing yet
+
+ /** 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() = 0; /* returns the recommended render target size per eye for this device */
+ virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */
+ virtual Transform get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
+ virtual CameraMatrix get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
+ virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye); /* if applicable return external texture to render to */
+ virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
+
+ virtual void process() = 0;
+ virtual void notification(int p_what) = 0;
+
+ XRInterface();
+ ~XRInterface();
+};
+
+VARIANT_ENUM_CAST(XRInterface::Capabilities);
+VARIANT_ENUM_CAST(XRInterface::Eyes);
+VARIANT_ENUM_CAST(XRInterface::Tracking_status);
+
+#endif