Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
192 lines
8.9 KiB
C++
192 lines
8.9 KiB
C++
/*************************************************************************/
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/* arvr_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ARVR_SERVER_H
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#define ARVR_SERVER_H
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#include "core/os/os.h"
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#include "core/os/thread_safe.h"
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#include "core/reference.h"
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#include "core/rid.h"
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#include "core/variant.h"
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class ARVRInterface;
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class ARVRPositionalTracker;
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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The ARVR server is a singleton object that gives access to the various
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objects and SDKs that are available on the system.
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Because there can be multiple SDKs active this is exposed as an array
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and our ARVR server object acts as a pass through
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Also each positioning tracker is accessible from here.
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I've added some additional info into this header file that should move
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into the documentation, I will do so when we're close to accepting this PR
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or as a separate PR once this has been merged into the master branch.
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**/
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class ARVRServer : public Object {
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GDCLASS(ARVRServer, Object);
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_THREAD_SAFE_CLASS_
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public:
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enum TrackerType {
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TRACKER_CONTROLLER = 0x01, /* tracks a controller */
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TRACKER_BASESTATION = 0x02, /* tracks location of a base station */
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TRACKER_ANCHOR = 0x04, /* tracks an anchor point, used in AR to track a real live location */
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TRACKER_UNKNOWN = 0x80, /* unknown tracker */
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TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */
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TRACKER_ANY = 0xff /* used by get_connected_trackers to return all types */
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};
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enum RotationMode {
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RESET_FULL_ROTATION = 0, /* we reset the full rotation, regardless of how the HMD is oriented, we're looking dead ahead */
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RESET_BUT_KEEP_TILT = 1, /* reset rotation but keep tilt. */
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DONT_RESET_ROTATION = 2, /* don't reset the rotation, we will only center on position */
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};
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private:
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Vector<Ref<ARVRInterface> > interfaces;
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Vector<ARVRPositionalTracker *> trackers;
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Ref<ARVRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */
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real_t world_scale; /* scale by which we multiply our tracker positions */
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Transform world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
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Transform reference_frame; /* our reference frame */
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uint64_t last_process_usec; /* for frame timing, usec when we did our processing */
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uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */
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uint64_t last_frame_usec; /* time it took between process and committing, we should probably average this over the last x frames */
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protected:
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static ARVRServer *singleton;
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static void _bind_methods();
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public:
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static ARVRServer *get_singleton();
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/*
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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.
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For stereoscopic rendering specifically this is very important to give an accurate sense of scale.
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Add controllers into the mix and an accurate mapping of real world movement to perceived virtual movement becomes very important.
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Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode.
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This scale basically effects the unit size relationship to real world size.
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I may remove access to this property in GDScript in favour of exposing it on the ARVROrigin node
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*/
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real_t get_world_scale() const;
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void set_world_scale(real_t p_world_scale);
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/*
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The world maps the 0,0,0 coordinate of our real world coordinate system for our tracking volume to a location in our
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virtual world. It is this origin point that should be moved when the player is moved through the world by controller
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actions be it straffing, teleporting, etc. Movement of the player by moving through the physical space is always tracked
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in relation to this point.
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Note that the ARVROrigin spatial node in your scene automatically updates this property and it should be used instead of
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direct access to this property and it therefore is not available in GDScript
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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
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and in the virtual world out of sync
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*/
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Transform get_world_origin() const;
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void set_world_origin(const Transform &p_world_origin);
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/*
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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)
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in the virtual world.
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You can ignore the tilt of the device ensuring you're looking straight forward even if the player is looking down or sideways.
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You can chose to keep the height the tracking provides which is important for room scale capable tracking.
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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
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and in the virtual world out of sync
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*/
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Transform get_reference_frame() const;
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void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height);
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/*
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get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin
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*/
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Transform get_hmd_transform();
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/*
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Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
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*/
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void add_interface(const Ref<ARVRInterface> &p_interface);
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void remove_interface(const Ref<ARVRInterface> &p_interface);
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int get_interface_count() const;
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Ref<ARVRInterface> get_interface(int p_index) const;
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Ref<ARVRInterface> find_interface(const String &p_name) const;
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Array get_interfaces() const;
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/*
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note, more then one interface can technically be active, especially on mobile, but only one interface is used for
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rendering. This interface identifies itself by calling set_primary_interface when it is initialized
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*/
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Ref<ARVRInterface> get_primary_interface() const;
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void set_primary_interface(const Ref<ARVRInterface> &p_primary_interface);
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void clear_primary_interface_if(const Ref<ARVRInterface> &p_primary_interface); /* this is automatically called if an interface destructs */
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/*
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Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
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They are created and managed by our active AR/VR interfaces.
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*/
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bool is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const;
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int get_free_tracker_id_for_type(TrackerType p_tracker_type);
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void add_tracker(ARVRPositionalTracker *p_tracker);
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void remove_tracker(ARVRPositionalTracker *p_tracker);
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int get_tracker_count() const;
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ARVRPositionalTracker *get_tracker(int p_index) const;
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ARVRPositionalTracker *find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const;
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uint64_t get_last_process_usec();
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uint64_t get_last_commit_usec();
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uint64_t get_last_frame_usec();
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void _process();
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void _mark_commit();
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ARVRServer();
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~ARVRServer();
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};
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#define ARVR ARVRServer
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VARIANT_ENUM_CAST(ARVRServer::TrackerType);
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VARIANT_ENUM_CAST(ARVRServer::RotationMode);
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#endif
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