| 1 | /**************************************************************************/ |
| 2 | /* xr_server.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef XR_SERVER_H |
| 32 | #define XR_SERVER_H |
| 33 | |
| 34 | #include "core/object/ref_counted.h" |
| 35 | #include "core/os/os.h" |
| 36 | #include "core/os/thread_safe.h" |
| 37 | #include "core/templates/rid.h" |
| 38 | #include "core/variant/variant.h" |
| 39 | |
| 40 | class XRInterface; |
| 41 | class XRPositionalTracker; |
| 42 | |
| 43 | /** |
| 44 | The XR server is a singleton object that gives access to the various |
| 45 | objects and SDKs that are available on the system. |
| 46 | Because there can be multiple SDKs active this is exposed as an array |
| 47 | and our XR server object acts as a pass through |
| 48 | Also each positioning tracker is accessible from here. |
| 49 | |
| 50 | I've added some additional info into this header file that should move |
| 51 | into the documentation, I will do so when we're close to accepting this PR |
| 52 | or as a separate PR once this has been merged into the master branch. |
| 53 | **/ |
| 54 | |
| 55 | class XRServer : public Object { |
| 56 | GDCLASS(XRServer, Object); |
| 57 | _THREAD_SAFE_CLASS_ |
| 58 | |
| 59 | public: |
| 60 | enum XRMode { |
| 61 | XRMODE_DEFAULT, /* Default behavior, means we check project settings */ |
| 62 | XRMODE_OFF, /* Ignore project settings, disable OpenXR, disable shaders */ |
| 63 | XRMODE_ON, /* Ignore project settings, enable OpenXR, enable shaders, run editor in VR (if applicable) */ |
| 64 | }; |
| 65 | |
| 66 | enum TrackerType { |
| 67 | TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */ |
| 68 | TRACKER_CONTROLLER = 0x02, /* tracks a controller */ |
| 69 | TRACKER_BASESTATION = 0x04, /* tracks location of a base station */ |
| 70 | TRACKER_ANCHOR = 0x08, /* tracks an anchor point, used in AR to track a real live location */ |
| 71 | TRACKER_UNKNOWN = 0x80, /* unknown tracker */ |
| 72 | |
| 73 | TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */ |
| 74 | TRACKER_ANY = 0xff /* used by get_connected_trackers to return all types */ |
| 75 | }; |
| 76 | |
| 77 | enum RotationMode { |
| 78 | RESET_FULL_ROTATION = 0, /* we reset the full rotation, regardless of how the HMD is oriented, we're looking dead ahead */ |
| 79 | RESET_BUT_KEEP_TILT = 1, /* reset rotation but keep tilt. */ |
| 80 | DONT_RESET_ROTATION = 2, /* don't reset the rotation, we will only center on position */ |
| 81 | }; |
| 82 | |
| 83 | private: |
| 84 | static XRMode xr_mode; |
| 85 | |
| 86 | Vector<Ref<XRInterface>> interfaces; |
| 87 | Dictionary trackers; |
| 88 | |
| 89 | Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */ |
| 90 | |
| 91 | double world_scale; /* scale by which we multiply our tracker positions */ |
| 92 | Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */ |
| 93 | Transform3D reference_frame; /* our reference frame */ |
| 94 | |
| 95 | protected: |
| 96 | static XRServer *singleton; |
| 97 | |
| 98 | static void _bind_methods(); |
| 99 | |
| 100 | public: |
| 101 | static XRMode get_xr_mode(); |
| 102 | static void set_xr_mode(XRMode p_mode); |
| 103 | |
| 104 | static XRServer *get_singleton(); |
| 105 | |
| 106 | /* |
| 107 | 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. |
| 108 | For stereoscopic rendering specifically this is very important to give an accurate sense of scale. |
| 109 | Add controllers into the mix and an accurate mapping of real world movement to perceived virtual movement becomes very important. |
| 110 | |
| 111 | Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode. |
| 112 | This scale basically effects the unit size relationship to real world size. |
| 113 | |
| 114 | I may remove access to this property in GDScript in favor of exposing it on the XROrigin3D node |
| 115 | */ |
| 116 | double get_world_scale() const; |
| 117 | void set_world_scale(double p_world_scale); |
| 118 | |
| 119 | /* |
| 120 | The world maps the 0,0,0 coordinate of our real world coordinate system for our tracking volume to a location in our |
| 121 | virtual world. It is this origin point that should be moved when the player is moved through the world by controller |
| 122 | actions be it straffing, teleporting, etc. Movement of the player by moving through the physical space is always tracked |
| 123 | in relation to this point. |
| 124 | |
| 125 | Note that the XROrigin3D spatial node in your scene automatically updates this property and it should be used instead of |
| 126 | direct access to this property and it therefore is not available in GDScript |
| 127 | |
| 128 | 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 |
| 129 | and in the virtual world out of sync |
| 130 | */ |
| 131 | Transform3D get_world_origin() const; |
| 132 | void set_world_origin(const Transform3D &p_world_origin); |
| 133 | |
| 134 | /* |
| 135 | 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) |
| 136 | in the virtual world. |
| 137 | |
| 138 | You can ignore the tilt of the device ensuring you're looking straight forward even if the player is looking down or sideways. |
| 139 | You can chose to keep the height the tracking provides which is important for room scale capable tracking. |
| 140 | |
| 141 | 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 |
| 142 | and in the virtual world out of sync |
| 143 | */ |
| 144 | Transform3D get_reference_frame() const; |
| 145 | void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height); |
| 146 | |
| 147 | /* |
| 148 | get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin |
| 149 | */ |
| 150 | Transform3D get_hmd_transform(); |
| 151 | |
| 152 | /* |
| 153 | Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc. |
| 154 | */ |
| 155 | void add_interface(const Ref<XRInterface> &p_interface); |
| 156 | void remove_interface(const Ref<XRInterface> &p_interface); |
| 157 | int get_interface_count() const; |
| 158 | Ref<XRInterface> get_interface(int p_index) const; |
| 159 | Ref<XRInterface> find_interface(const String &p_name) const; |
| 160 | TypedArray<Dictionary> get_interfaces() const; |
| 161 | |
| 162 | /* |
| 163 | note, more then one interface can technically be active, especially on mobile, but only one interface is used for |
| 164 | rendering. This interface identifies itself by calling set_primary_interface when it is initialized |
| 165 | */ |
| 166 | Ref<XRInterface> get_primary_interface() const; |
| 167 | void set_primary_interface(const Ref<XRInterface> &p_primary_interface); |
| 168 | |
| 169 | /* |
| 170 | Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc. |
| 171 | They are created and managed by our active AR/VR interfaces. |
| 172 | */ |
| 173 | void add_tracker(Ref<XRPositionalTracker> p_tracker); |
| 174 | void remove_tracker(Ref<XRPositionalTracker> p_tracker); |
| 175 | Dictionary get_trackers(int p_tracker_types); |
| 176 | Ref<XRPositionalTracker> get_tracker(const StringName &p_name) const; |
| 177 | |
| 178 | /* |
| 179 | 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. |
| 180 | */ |
| 181 | PackedStringArray get_suggested_tracker_names() const; |
| 182 | PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; |
| 183 | // Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE? |
| 184 | |
| 185 | // Process is called before we handle our physics process and game process. This is where our interfaces will update controller data and such. |
| 186 | void _process(); |
| 187 | |
| 188 | // Pre-render is called right before we're rendering our viewports. |
| 189 | // This is where interfaces such as OpenVR and OpenXR will update positioning data. |
| 190 | // Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate. |
| 191 | void pre_render(); |
| 192 | |
| 193 | // End-frame is called right after Godot has finished its rendering bits. |
| 194 | void end_frame(); |
| 195 | |
| 196 | XRServer(); |
| 197 | ~XRServer(); |
| 198 | }; |
| 199 | |
| 200 | #define XR XRServer |
| 201 | |
| 202 | VARIANT_ENUM_CAST(XRServer::TrackerType); |
| 203 | VARIANT_ENUM_CAST(XRServer::RotationMode); |
| 204 | |
| 205 | #endif // XR_SERVER_H |
| 206 | |