godot/servers/arvr/arvr_interface.h
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00

124 lines
5.6 KiB
C++

/*************************************************************************/
/* arvr_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 ARVR_INTERFACE_H
#define ARVR_INTERFACE_H
#include "core/math/camera_matrix.h"
#include "os/thread_safe.h"
#include "scene/main/viewport.h"
#include "servers/arvr_server.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The ARVR interface is a template class ontop of which we build interface to differt 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 ARVRInterface : public Reference {
GDCLASS(ARVRInterface, Reference);
public:
enum Capabilities { /* purely meta data, provides some info about what this interface supports */
ARVR_NONE = 0, /* no capabilities */
ARVR_MONO = 1, /* can be used with mono output */
ARVR_STEREO = 2, /* can be used with stereo output */
ARVR_AR = 4, /* offers a camera feed for AR */
ARVR_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 */
ARVR_NORMAL_TRACKING,
ARVR_EXCESSIVE_MOTION,
ARVR_INSUFFICIENT_FEATURES,
ARVR_UNKNOWN_TRACKING,
ARVR_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);
/** 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(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
virtual void process() = 0;
ARVRInterface();
~ARVRInterface();
};
VARIANT_ENUM_CAST(ARVRInterface::Capabilities);
VARIANT_ENUM_CAST(ARVRInterface::Eyes);
VARIANT_ENUM_CAST(ARVRInterface::Tracking_status);
#endif