1 /*************************************************************************/
2 /*  arkit_interface.h                                                    */
3 /*************************************************************************/
4 /*                       This file is part of:                           */
5 /*                           GODOT ENGINE                                */
6 /*                      https://godotengine.org                          */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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 ARKIT_INTERFACE_H
32 #define ARKIT_INTERFACE_H
33 
34 #include "servers/arvr/arvr_interface.h"
35 #include "servers/arvr/arvr_positional_tracker.h"
36 #include "servers/camera/camera_feed.h"
37 
38 /**
39 	@author Bastiaan Olij <mux213@gmail.com>
40 
41 	ARKit interface between iPhone and Godot
42 */
43 
44 // forward declaration for some needed objects
45 class ARKitShader;
46 
47 class ARKitInterface : public ARVRInterface {
48 	GDCLASS(ARKitInterface, ARVRInterface);
49 
50 private:
51 	bool initialized;
52 	bool session_was_started;
53 	bool plane_detection_is_enabled;
54 	bool light_estimation_is_enabled;
55 	real_t ambient_intensity;
56 	real_t ambient_color_temperature;
57 
58 	Transform transform;
59 	CameraMatrix projection;
60 	float eye_height, z_near, z_far;
61 
62 	Ref<CameraFeed> feed;
63 	int image_width[2];
64 	int image_height[2];
65 	PoolVector<uint8_t> img_data[2];
66 
67 	struct anchor_map {
68 		ARVRPositionalTracker *tracker;
69 		unsigned char uuid[16];
70 	};
71 
72 	///@TODO should use memory map object from Godot?
73 	unsigned int num_anchors;
74 	unsigned int max_anchors;
75 	anchor_map *anchors;
76 	ARVRPositionalTracker *get_anchor_for_uuid(const unsigned char *p_uuid);
77 	void remove_anchor_for_uuid(const unsigned char *p_uuid);
78 	void remove_all_anchors();
79 
80 protected:
81 	static void _bind_methods();
82 
83 public:
84 	void start_session();
85 	void stop_session();
86 
87 	bool get_anchor_detection_is_enabled() const;
88 	void set_anchor_detection_is_enabled(bool p_enable);
89 	virtual int get_camera_feed_id();
90 
91 	bool get_light_estimation_is_enabled() const;
92 	void set_light_estimation_is_enabled(bool p_enable);
93 
94 	real_t get_ambient_intensity() const;
95 	real_t get_ambient_color_temperature() const;
96 
97 	/* while Godot has its own raycast logic this takes ARKits camera into account and hits on any ARAnchor */
98 	Array raycast(Vector2 p_screen_coord);
99 
100 	void notification(int p_what);
101 
102 	virtual StringName get_name() const;
103 	virtual int get_capabilities() const;
104 
105 	virtual bool is_initialized() const;
106 	virtual bool initialize();
107 	virtual void uninitialize();
108 
109 	virtual Size2 get_render_targetsize();
110 	virtual bool is_stereo();
111 	virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
112 	virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
113 	virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
114 
115 	virtual void process();
116 
117 	// called by delegate (void * because C++ and Obj-C don't always mix, should really change all platform/iphone/*.cpp files to .mm)
118 	void _add_or_update_anchor(void *p_anchor);
119 	void _remove_anchor(void *p_anchor);
120 
121 	ARKitInterface();
122 	~ARKitInterface();
123 };
124 
125 #endif /* !ARKIT_INTERFACE_H */
126