text: /*************************************************************************/
  /*  arkit_interface.h                                                    */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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  /*************************************************************************/
  
  #ifndef ARKIT_INTERFACE_H
  #define ARKIT_INTERFACE_H
  
  #include "servers/arvr/arvr_interface.h"
  #include "servers/arvr/arvr_positional_tracker.h"
  #include "servers/camera/camera_feed.h"
  
  /**
  	@author Bastiaan Olij <mux213@gmail.com>
  
  	ARKit interface between iPhone and Godot
  */
  
  // forward declaration for some needed objects
  class ARKitShader;
  
  #ifdef __OBJC__
  typedef NSObject GodotARAnchor;
  #else
  typedef void GodotARAnchor;
  #endif
  
  class ARKitInterface : public ARVRInterface {
  	GDCLASS(ARKitInterface, ARVRInterface);
  
  private:
  	bool initialized;
  	bool session_was_started;
  	bool plane_detection_is_enabled;
  	bool light_estimation_is_enabled;
  	real_t ambient_intensity;
  	real_t ambient_color_temperature;
  
  	Transform transform;
  	CameraMatrix projection;
  	float eye_height, z_near, z_far;
  
  	Ref<CameraFeed> feed;
  	int image_width[2];
  	int image_height[2];
  	PoolVector<uint8_t> img_data[2];
  
  	struct anchor_map {
  		ARVRPositionalTracker *tracker;
  		unsigned char uuid[16];
  	};
  
  	///@TODO should use memory map object from Godot?
  	unsigned int num_anchors;
  	unsigned int max_anchors;
  	anchor_map *anchors;
  	ARVRPositionalTracker *get_anchor_for_uuid(const unsigned char *p_uuid);
  	void remove_anchor_for_uuid(const unsigned char *p_uuid);
  	void remove_all_anchors();
  
  protected:
  	static void _bind_methods();
  
  public:
  	void start_session();
  	void stop_session();
  
  	bool get_anchor_detection_is_enabled() const;
  	void set_anchor_detection_is_enabled(bool p_enable);
  	virtual int get_camera_feed_id();
  
  	bool get_light_estimation_is_enabled() const;
  	void set_light_estimation_is_enabled(bool p_enable);
  
  	real_t get_ambient_intensity() const;
  	real_t get_ambient_color_temperature() const;
  
  	/* while Godot has its own raycast logic this takes ARKits camera into account and hits on any ARAnchor */
  	Array raycast(Vector2 p_screen_coord);
  
  	void notification(int p_what);
  
  	virtual StringName get_name() const;
  	virtual int get_capabilities() const;
  
  	virtual bool is_initialized() const;
  	virtual bool initialize();
  	virtual void uninitialize();
  
  	virtual Size2 get_render_targetsize();
  	virtual bool is_stereo();
  	virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
  	virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
  	virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
  
  	virtual void process();
  
  	// called by delegate (void * because C++ and Obj-C don't always mix, should really change all platform/iphone/*.cpp files to .mm)
  	void _add_or_update_anchor(GodotARAnchor *p_anchor);
  	void _remove_anchor(GodotARAnchor *p_anchor);
  
  	ARKitInterface();
  	~ARKitInterface();
  };
  
  #endif /* !ARKIT_INTERFACE_H */
  