/**************************************************************************/ /* openxr_interface.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef OPENXR_INTERFACE_H #define OPENXR_INTERFACE_H // A note on multithreading and thread safety in OpenXR. // // Most entry points will be called from the main thread in Godot // however a number of entry points will be called from the // rendering thread, potentially while we're already processing // the next frame on the main thread. // // OpenXR itself has been designed with threading in mind including // a high likelihood that the XR runtime runs in separate threads // as well. // Hence all the frame timing information, use of swapchains and // sync functions. // Do note that repeated calls to tracking APIs will provide // increasingly more accurate data for the same timestamp as // tracking data is continuously updated. // // For our code we mostly implement this in our OpenXRAPI class. // We store data accessed from the rendering thread in a separate // struct, setting values through our renderer command queue. // // As some data is setup before we start rendering, and cleaned up // after we've stopped, that is accessed directly from both threads. #include "action_map/openxr_action_map.h" #include "extensions/openxr_hand_tracking_extension.h" #include "openxr_api.h" #include "servers/xr/xr_controller_tracker.h" #include "servers/xr/xr_interface.h" // declare some default strings #define INTERACTION_PROFILE_NONE … class OpenXRInterface : public XRInterface { … }; VARIANT_ENUM_CAST(OpenXRInterface::Hand) VARIANT_ENUM_CAST(OpenXRInterface::HandMotionRange) VARIANT_ENUM_CAST(OpenXRInterface::HandTrackedSource) VARIANT_ENUM_CAST(OpenXRInterface::HandJoints) VARIANT_BITFIELD_CAST(OpenXRInterface::HandJointFlags) #endif // OPENXR_INTERFACE_H