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