ARKit for Godot 3.2

This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
This commit is contained in:
BastiaanOlij 2017-07-28 10:32:08 +10:00 committed by Bastiaan Olij
parent 3942c939e3
commit d9cefb34c1
13 changed files with 1116 additions and 44 deletions

View file

@ -95,7 +95,7 @@ class EditorExportPlatformIOS : public EditorExportPlatform {
Vector<ExportArchitecture> _get_supported_architectures();
Vector<String> _get_preset_architectures(const Ref<EditorExportPreset> &p_preset);
void _add_assets_to_project(Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets);
void _add_assets_to_project(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets);
Error _export_additional_assets(const String &p_out_dir, const Vector<String> &p_assets, bool p_is_framework, Vector<IOSExportAsset> &r_exported_assets);
Error _export_additional_assets(const String &p_out_dir, const Vector<SharedObject> &p_libraries, Vector<IOSExportAsset> &r_exported_assets);
@ -656,7 +656,7 @@ struct ExportLibsData {
String dest_dir;
};
void EditorExportPlatformIOS::_add_assets_to_project(Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets) {
void EditorExportPlatformIOS::_add_assets_to_project(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets) {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
Vector<String> frameworks;
for (int i = 0; i < export_plugins.size(); ++i) {
@ -714,7 +714,28 @@ void EditorExportPlatformIOS::_add_assets_to_project(Vector<uint8_t> &p_project_
// Note, frameworks like gamekit are always included in our project.pbxprof file
// even if turned off in capabilities.
// Frameworks that are used by modules (like arkit) we may need to optionally add here.
// We do need our ARKit framework
if ((bool)p_preset->get("capabilities/arkit")) {
String build_id = (++current_id).str();
String ref_id = (++current_id).str();
if (pbx_frameworks_build.length() > 0) {
pbx_frameworks_build += ",\n";
pbx_frameworks_refs += ",\n";
}
pbx_frameworks_build += build_id;
pbx_frameworks_refs += ref_id;
Dictionary format_dict;
format_dict["build_id"] = build_id;
format_dict["ref_id"] = ref_id;
format_dict["name"] = "ARKit.framework";
format_dict["file_path"] = "System/Library/Frameworks/ARKit.framework";
format_dict["file_type"] = "wrapper.framework";
pbx_files += file_info_format.format(format_dict, "$_");
}
String str = String::utf8((const char *)p_project_data.ptr(), p_project_data.size());
str = str.replace("$additional_pbx_files", pbx_files);
@ -1045,7 +1066,7 @@ Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_p
print_line("Exporting additional assets");
Vector<IOSExportAsset> assets;
_export_additional_assets(dest_dir + binary_name, libraries, assets);
_add_assets_to_project(project_file_data, assets);
_add_assets_to_project(p_preset, project_file_data, assets);
String project_file_name = dest_dir + binary_name + ".xcodeproj/project.pbxproj";
FileAccess *f = FileAccess::open(project_file_name, FileAccess::WRITE);
if (!f) {