godot/servers/arvr/arvr_script_interface.h
2017-10-06 20:35:55 +11:00

52 lines
1.5 KiB
C++

#ifndef SCRIPT_INTERFACE_H
#define SCRIPT_INTERFACE_H
#include "arvr_interface.h"
/**
@authors Hinsbart & Karroffel
This subclass of our AR/VR interface forms a bridge to GDNative.
*/
class ARVRScriptInterface : public ARVRInterface {
GDCLASS(ARVRScriptInterface, ARVRInterface);
protected:
static void _bind_methods();
public:
/** general interface information **/
ARVRScriptInterface();
~ARVRScriptInterface();
virtual StringName get_name() const;
virtual int get_capabilities() const;
virtual bool is_initialized();
virtual bool initialize();
virtual void uninitialize();
ARVRInterface::Tracking_status get_tracking_status() const; /* get the status of our current tracking */
/** 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_recommended_render_targetsize();
virtual bool is_stereo();
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
// we expose a PoolVector<float> version of this function to GDNative
PoolVector<float> _get_projection_for_eye(Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
// and a CameraMatrix version to ARVRServer
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
virtual void process();
};
#endif // SCRIPT_INTERFACE_H