initial commit, 4.5 stable
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This commit is contained in:
206
scene/3d/xr/xr_nodes.h
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206
scene/3d/xr/xr_nodes.h
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/**************************************************************************/
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/* xr_nodes.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/3d/camera_3d.h"
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#include "servers/xr/xr_positional_tracker.h"
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/*
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XRCamera is a subclass of camera which will register itself with its parent XROrigin and as a result is automatically positioned
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*/
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class XRCamera3D : public Camera3D {
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GDCLASS(XRCamera3D, Camera3D);
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protected:
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// The name and pose for our HMD tracker is currently the only hardcoded bit.
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// If we ever are able to support multiple HMDs we may need to make this settable.
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StringName tracker_name = "head";
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StringName pose_name = SceneStringName(default_);
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Ref<XRPositionalTracker> tracker;
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void _bind_tracker();
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void _unbind_tracker();
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void _changed_tracker(const StringName &p_tracker_name, int p_tracker_type);
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void _removed_tracker(const StringName &p_tracker_name, int p_tracker_type);
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void _pose_changed(const Ref<XRPose> &p_pose);
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virtual void _physics_interpolated_changed() override;
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public:
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PackedStringArray get_configuration_warnings() const override;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const override;
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virtual Point2 unproject_position(const Vector3 &p_pos) const override;
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virtual Vector3 project_position(const Point2 &p_point, real_t p_z_depth) const override;
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virtual Vector<Plane> get_frustum() const override;
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XRCamera3D();
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~XRCamera3D();
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};
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/*
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XRNode3D is a helper node that implements binding to a tracker.
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It must be a child node of our XROrigin node
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*/
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class XRNode3D : public Node3D {
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GDCLASS(XRNode3D, Node3D);
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private:
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StringName tracker_name;
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StringName pose_name = SceneStringName(default_);
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bool has_tracking_data = false;
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bool show_when_tracked = false;
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protected:
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Ref<XRPositionalTracker> tracker;
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static void _bind_methods();
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virtual void _bind_tracker();
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virtual void _unbind_tracker();
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void _changed_tracker(const StringName &p_tracker_name, int p_tracker_type);
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void _removed_tracker(const StringName &p_tracker_name, int p_tracker_type);
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void _pose_changed(const Ref<XRPose> &p_pose);
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void _pose_lost_tracking(const Ref<XRPose> &p_pose);
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void _set_has_tracking_data(bool p_has_tracking_data);
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void _update_visibility();
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virtual void _physics_interpolated_changed() override;
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public:
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void _validate_property(PropertyInfo &p_property) const;
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void set_tracker(const StringName &p_tracker_name);
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StringName get_tracker() const;
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void set_pose_name(const StringName &p_pose);
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StringName get_pose_name() const;
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bool get_is_active() const;
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bool get_has_tracking_data() const;
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void set_show_when_tracked(bool p_show);
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bool get_show_when_tracked() const;
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void trigger_haptic_pulse(const String &p_action_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0);
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Ref<XRPose> get_pose();
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PackedStringArray get_configuration_warnings() const override;
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XRNode3D();
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~XRNode3D();
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};
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/*
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XRController3D is a helper node that automatically updates its position based on tracker data.
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It must be a child node of our XROrigin node
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*/
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class XRController3D : public XRNode3D {
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GDCLASS(XRController3D, XRNode3D);
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private:
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protected:
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static void _bind_methods();
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virtual void _bind_tracker() override;
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virtual void _unbind_tracker() override;
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void _button_pressed(const String &p_name);
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void _button_released(const String &p_name);
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void _input_float_changed(const String &p_name, float p_value);
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void _input_vector2_changed(const String &p_name, Vector2 p_value);
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void _profile_changed(const String &p_role);
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public:
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bool is_button_pressed(const StringName &p_name) const;
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Variant get_input(const StringName &p_name) const;
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float get_float(const StringName &p_name) const;
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Vector2 get_vector2(const StringName &p_name) const;
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XRPositionalTracker::TrackerHand get_tracker_hand() const;
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};
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/*
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XRAnchor3D is a helper node that automatically updates its position based on anchor data, it represents a real world location.
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It must be a child node of our XROrigin3D node
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*/
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class XRAnchor3D : public XRNode3D {
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GDCLASS(XRAnchor3D, XRNode3D);
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private:
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Vector3 size;
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protected:
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static void _bind_methods();
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public:
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Vector3 get_size() const;
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Plane get_plane() const;
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};
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/*
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XROrigin3D is special spatial node that acts as our origin point mapping our real world center of our tracking volume into our virtual world.
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It is this point that you will move around the world as the player 'moves while standing still', i.e. the player moves through teleporting or controller inputs as opposed to physically moving.
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Our camera and controllers will always be child nodes and thus place relative to this origin point.
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This node will automatically locate any camera child nodes and update its position while our XRController3D node will handle tracked controllers.
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*/
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class XROrigin3D : public Node3D {
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GDCLASS(XROrigin3D, Node3D);
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private:
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bool current = false;
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static Vector<XROrigin3D *> origin_nodes; // all origin nodes in tree
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void _set_current(bool p_enabled, bool p_update_others);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _physics_interpolated_changed() override;
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public:
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PackedStringArray get_configuration_warnings() const override;
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real_t get_world_scale() const;
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void set_world_scale(real_t p_world_scale);
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void set_current(bool p_enabled);
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bool is_current() const;
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};
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