mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
206 lines
9.5 KiB
C++
206 lines
9.5 KiB
C++
/*************************************************************************/
|
|
/* xr_server.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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_SERVER_H
|
|
#define XR_SERVER_H
|
|
|
|
#include "core/object/ref_counted.h"
|
|
#include "core/os/os.h"
|
|
#include "core/os/thread_safe.h"
|
|
#include "core/templates/rid.h"
|
|
#include "core/variant/variant.h"
|
|
|
|
class XRInterface;
|
|
class XRPositionalTracker;
|
|
|
|
/**
|
|
The XR server is a singleton object that gives access to the various
|
|
objects and SDKs that are available on the system.
|
|
Because there can be multiple SDKs active this is exposed as an array
|
|
and our XR server object acts as a pass through
|
|
Also each positioning tracker is accessible from here.
|
|
|
|
I've added some additional info into this header file that should move
|
|
into the documentation, I will do so when we're close to accepting this PR
|
|
or as a separate PR once this has been merged into the master branch.
|
|
**/
|
|
|
|
class XRServer : public Object {
|
|
GDCLASS(XRServer, Object);
|
|
_THREAD_SAFE_CLASS_
|
|
|
|
public:
|
|
enum XRMode {
|
|
XRMODE_DEFAULT, /* Default behaviour, means we check project settings */
|
|
XRMODE_OFF, /* Ignore project settings, disable OpenXR, disable shaders */
|
|
XRMODE_ON, /* Ignore project settings, enable OpenXR, enable shaders, run editor in VR (if applicable) */
|
|
};
|
|
|
|
enum TrackerType {
|
|
TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */
|
|
TRACKER_CONTROLLER = 0x02, /* tracks a controller */
|
|
TRACKER_BASESTATION = 0x04, /* tracks location of a base station */
|
|
TRACKER_ANCHOR = 0x08, /* tracks an anchor point, used in AR to track a real live location */
|
|
TRACKER_UNKNOWN = 0x80, /* unknown tracker */
|
|
|
|
TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */
|
|
TRACKER_ANY = 0xff /* used by get_connected_trackers to return all types */
|
|
};
|
|
|
|
enum RotationMode {
|
|
RESET_FULL_ROTATION = 0, /* we reset the full rotation, regardless of how the HMD is oriented, we're looking dead ahead */
|
|
RESET_BUT_KEEP_TILT = 1, /* reset rotation but keep tilt. */
|
|
DONT_RESET_ROTATION = 2, /* don't reset the rotation, we will only center on position */
|
|
};
|
|
|
|
private:
|
|
static XRMode xr_mode;
|
|
|
|
Vector<Ref<XRInterface>> interfaces;
|
|
Dictionary trackers;
|
|
|
|
Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */
|
|
|
|
double world_scale; /* scale by which we multiply our tracker positions */
|
|
Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
|
|
Transform3D reference_frame; /* our reference frame */
|
|
|
|
protected:
|
|
static XRServer *singleton;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
static XRMode get_xr_mode();
|
|
static void set_xr_mode(XRMode p_mode);
|
|
|
|
static XRServer *get_singleton();
|
|
|
|
/*
|
|
World scale allows you to specify a scale factor that is applied to all positioning vectors in our VR world in essence scaling up, or scaling down the world.
|
|
For stereoscopic rendering specifically this is very important to give an accurate sense of scale.
|
|
Add controllers into the mix and an accurate mapping of real world movement to perceived virtual movement becomes very important.
|
|
|
|
Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode.
|
|
This scale basically effects the unit size relationship to real world size.
|
|
|
|
I may remove access to this property in GDScript in favour of exposing it on the XROrigin3D node
|
|
*/
|
|
double get_world_scale() const;
|
|
void set_world_scale(double p_world_scale);
|
|
|
|
/*
|
|
The world maps the 0,0,0 coordinate of our real world coordinate system for our tracking volume to a location in our
|
|
virtual world. It is this origin point that should be moved when the player is moved through the world by controller
|
|
actions be it straffing, teleporting, etc. Movement of the player by moving through the physical space is always tracked
|
|
in relation to this point.
|
|
|
|
Note that the XROrigin3D spatial node in your scene automatically updates this property and it should be used instead of
|
|
direct access to this property and it therefore is not available in GDScript
|
|
|
|
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
|
|
and in the virtual world out of sync
|
|
*/
|
|
Transform3D get_world_origin() const;
|
|
void set_world_origin(const Transform3D &p_world_origin);
|
|
|
|
/*
|
|
center_on_hmd calculates a new reference frame. This ensures the HMD is positioned to 0,0,0 facing 0,0,-1 (need to verify this direction)
|
|
in the virtual world.
|
|
|
|
You can ignore the tilt of the device ensuring you're looking straight forward even if the player is looking down or sideways.
|
|
You can chose to keep the height the tracking provides which is important for room scale capable tracking.
|
|
|
|
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
|
|
and in the virtual world out of sync
|
|
*/
|
|
Transform3D get_reference_frame() const;
|
|
void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height);
|
|
|
|
/*
|
|
get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin
|
|
*/
|
|
Transform3D get_hmd_transform();
|
|
|
|
/*
|
|
Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
|
|
*/
|
|
void add_interface(const Ref<XRInterface> &p_interface);
|
|
void remove_interface(const Ref<XRInterface> &p_interface);
|
|
int get_interface_count() const;
|
|
Ref<XRInterface> get_interface(int p_index) const;
|
|
Ref<XRInterface> find_interface(const String &p_name) const;
|
|
TypedArray<Dictionary> get_interfaces() const;
|
|
|
|
/*
|
|
note, more then one interface can technically be active, especially on mobile, but only one interface is used for
|
|
rendering. This interface identifies itself by calling set_primary_interface when it is initialized
|
|
*/
|
|
Ref<XRInterface> get_primary_interface() const;
|
|
void set_primary_interface(const Ref<XRInterface> &p_primary_interface);
|
|
|
|
/*
|
|
Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
|
|
They are created and managed by our active AR/VR interfaces.
|
|
*/
|
|
void add_tracker(Ref<XRPositionalTracker> p_tracker);
|
|
void remove_tracker(Ref<XRPositionalTracker> p_tracker);
|
|
Dictionary get_trackers(int p_tracker_types);
|
|
Ref<XRPositionalTracker> get_tracker(const StringName &p_name) const;
|
|
|
|
/*
|
|
We don't know which trackers and actions will existing during runtime but we can request suggested names from our interfaces to help our IDE UI.
|
|
*/
|
|
PackedStringArray get_suggested_tracker_names() const;
|
|
PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const;
|
|
// Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE?
|
|
|
|
// Process is called before we handle our physics process and game process. This is where our interfaces will update controller data and such.
|
|
void _process();
|
|
|
|
// Pre-render is called right before we're rendering our viewports.
|
|
// This is where interfaces such as OpenVR and OpenXR will update positioning data.
|
|
// Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
|
|
void pre_render();
|
|
|
|
// End-frame is called right after Godot has finished its rendering bits.
|
|
void end_frame();
|
|
|
|
XRServer();
|
|
~XRServer();
|
|
};
|
|
|
|
#define XR XRServer
|
|
|
|
VARIANT_ENUM_CAST(XRServer::TrackerType);
|
|
VARIANT_ENUM_CAST(XRServer::RotationMode);
|
|
|
|
#endif // XR_SERVER_H
|