Fix WebXRInterface code sample in the class reference
This also fixes the code sample's indentation to look correct in the editor help.
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Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to intialize than other AR/VR interfaces.
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Here's the minimum code required to start an immersive VR session:
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[codeblock]
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var webxr_interface
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var vr_supported = false
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extends Node3D
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func _ready():
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# We assume this node has a button as a child.
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# This button is for the user to consent to entering immersive VR mode.
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$Button.connect("pressed", self, "_on_Button_pressed")
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var webxr_interface
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var vr_supported = false
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webxr_interface = XRServer.find_interface("WebXR")
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if webxr_interface:
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# WebXR uses a lot of asynchronous callbacks, so we connect to various
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# signals in order to receive them.
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webxr_interface.connect("session_supported", self, "_webxr_session_supported")
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webxr_interface.connect("session_started", self, "_webxr_session_started")
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webxr_interface.connect("session_ended", self, "_webxr_session_ended")
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webxr_interface.connect("session_failed", self, "_webxr_session_failed")
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func _ready():
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# We assume this node has a button as a child.
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# This button is for the user to consent to entering immersive VR mode.
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$Button.connect("pressed", self, "_on_Button_pressed")
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# This returns immediately - our _webxr_session_supported() method
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# (which we connected to the "session_supported" signal above) will
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# be called sometime later to let us know if it's supported or not.
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webxr_interface.is_session_supported("immersive-vr")
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webxr_interface = XRServer.find_interface("WebXR")
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if webxr_interface:
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# WebXR uses a lot of asynchronous callbacks, so we connect to various
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# signals in order to receive them.
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webxr_interface.connect("session_supported", self, "_webxr_session_supported")
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webxr_interface.connect("session_started", self, "_webxr_session_started")
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webxr_interface.connect("session_ended", self, "_webxr_session_ended")
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webxr_interface.connect("session_failed", self, "_webxr_session_failed")
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func _webxr_session_supported(session_mode, supported):
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if session_mode == 'immersive-vr':
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vr_supported = supported
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# This returns immediately - our _webxr_session_supported() method
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# (which we connected to the "session_supported" signal above) will
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# be called sometime later to let us know if it's supported or not.
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webxr_interface.is_session_supported("immersive-vr")
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func _on_Button_pressed():
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if not vr_supported:
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OS.alert("Your browser doesn't support VR")
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return
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func _webxr_session_supported(session_mode, supported):
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if session_mode == 'immersive-vr':
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vr_supported = supported
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# We want an immersive VR session, as opposed to AR ('immersive-ar') or a
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# simple 3DoF viewer ('viewer').
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webxr_interface.session_mode = 'immersive-vr'
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# 'bounded-floor' is room scale, 'local-floor' is a standing or sitting
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# experience (it puts you 1.6m above the ground if you have 3DoF headset),
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# whereas as 'local' puts you down at the XROrigin.
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# This list means it'll first try to request 'bounded-floor', then
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# fallback on 'local-floor' and ultimately 'local', if nothing else is
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# supported.
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webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local'
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# In order to use 'local-floor' or 'bounded-floor' we must also
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# mark the features as required or optional.
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webxr_interface.required_features = 'local-floor'
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webxr_interface.optional_features = 'bounded-floor'
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func _on_Button_pressed():
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if not vr_supported:
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OS.alert("Your browser doesn't support VR")
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return
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# This will return false if we're unable to even request the session,
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# however, it can still fail asynchronously later in the process, so we
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# only know if it's really succeeded or failed when our
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# _webxr_session_started() or _webxr_session_failed() methods are called.
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if not webxr_interface.initialize():
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OS.alert("Failed to initialize")
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return
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# We want an immersive VR session, as opposed to AR ('immersive-ar') or a
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# simple 3DoF viewer ('viewer').
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webxr_interface.session_mode = 'immersive-vr'
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# 'bounded-floor' is room scale, 'local-floor' is a standing or sitting
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# experience (it puts you 1.6m above the ground if you have 3DoF headset),
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# whereas as 'local' puts you down at the XROrigin.
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# This list means it'll first try to request 'bounded-floor', then
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# fallback on 'local-floor' and ultimately 'local', if nothing else is
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# supported.
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webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local'
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# In order to use 'local-floor' or 'bounded-floor' we must also
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# mark the features as required or optional.
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webxr_interface.required_features = 'local-floor'
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webxr_interface.optional_features = 'bounded-floor'
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func _webxr_session_started():
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$Button.visible = false
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# This tells Godot to start rendering to the headset.
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get_viewport().xr = true
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# This will be the reference space type you ultimately got, out of the
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# types that you requested above. This is useful if you want the game to
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# work a little differently in 'bounded-floor' versus 'local-floor'.
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print ("Reference space type: " + webxr_interface.reference_space_type)
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# This will return false if we're unable to even request the session,
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# however, it can still fail asynchronously later in the process, so we
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# only know if it's really succeeded or failed when our
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# _webxr_session_started() or _webxr_session_failed() methods are called.
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if not webxr_interface.initialize():
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OS.alert("Failed to initialize")
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return
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func _webxr_session_ended():
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$Button.visible = true
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# If the user exits immersive mode, then we tell Godot to render to the web
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# page again.
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get_viewport().xr = false
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func _webxr_session_started():
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$Button.visible = false
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# This tells Godot to start rendering to the headset.
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get_viewport().xr = true
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# This will be the reference space type you ultimately got, out of the
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# types that you requested above. This is useful if you want the game to
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# work a little differently in 'bounded-floor' versus 'local-floor'.
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print ("Reference space type: " + webxr_interface.reference_space_type)
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func _webxr_session_failed(message):
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OS.alert("Failed to initialize: " + message)
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func _webxr_session_ended():
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$Button.visible = true
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# If the user exits immersive mode, then we tell Godot to render to the web
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# page again.
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get_viewport().xr = false
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func _webxr_session_failed(message):
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OS.alert("Failed to initialize: " + message)
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[/codeblock]
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There are several ways to handle "controller" input:
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- Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
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