/*************************************************************************/ /* godot_xr.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 GODOT_NATIVEXR_H #define GODOT_NATIVEXR_H #include #ifdef __cplusplus extern "C" { #endif // For future versions of the API we should only add new functions at the end of the structure and use the // version info to detect whether a call is available // Use these to populate version in your plugin #define GODOTVR_API_MAJOR 4 #define GODOTVR_API_MINOR 0 typedef struct { godot_gdnative_api_version version; /* version of our API */ void *(*constructor)(godot_object *); void (*destructor)(void *); godot_string (*get_name)(const void *); godot_int (*get_capabilities)(const void *); godot_bool (*get_anchor_detection_is_enabled)(const void *); void (*set_anchor_detection_is_enabled)(void *, godot_bool); godot_int (*get_view_count)(const void *); godot_bool (*is_initialized)(const void *); godot_bool (*initialize)(void *); void (*uninitialize)(void *); godot_vector2 (*get_render_targetsize)(const void *); godot_transform3d (*get_camera_transform)(void *); godot_transform3d (*get_transform_for_view)(void *, godot_int, godot_transform3d *); void (*fill_projection_for_view)(void *, godot_real_t *, godot_int, godot_real_t, godot_real_t, godot_real_t); void (*commit_views)(void *, godot_rid *, godot_rect2 *); void (*process)(void *); void (*notification)(void *, godot_int); godot_int (*get_camera_feed_id)(void *); // possibly deprecate but adding/keeping as a reminder these are in Godot 3 void (*commit_for_eye)(void *, godot_int, godot_rid *, godot_rect2 *); godot_int (*get_external_texture_for_eye)(void *, godot_int); godot_int (*get_external_depth_for_eye)(void *, godot_int); } godot_xr_interface_gdnative; void GDAPI godot_xr_register_interface(const godot_xr_interface_gdnative *p_interface); // helper functions to access XRServer data godot_real_t GDAPI godot_xr_get_worldscale(); godot_transform3d GDAPI godot_xr_get_reference_frame(); // helper functions for rendering void GDAPI godot_xr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect); godot_int GDAPI godot_xr_get_texid(godot_rid *p_render_target); // helper functions for updating XR controllers godot_int GDAPI godot_xr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position); void GDAPI godot_xr_remove_controller(godot_int p_controller_id); void GDAPI godot_xr_set_controller_transform(godot_int p_controller_id, godot_transform3d *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position); void GDAPI godot_xr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed); void GDAPI godot_xr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_real_t p_value, godot_bool p_can_be_negative); godot_real_t GDAPI godot_xr_get_controller_rumble(godot_int p_controller_id); #ifdef __cplusplus } #endif #endif /* !GODOT_NATIVEXR_H */