/*************************************************************************/ /* 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 version of this function to GDNative Vector _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