Commit Graph

23 Commits

Author SHA1 Message Date
Bastiaan Olij 69a41b3d39 OpenXR: Add support for retrieving play area 2023-12-11 10:29:03 +11:00
Bastiaan Olij 50693a5420 OpenXR - add access to hand joint validity flags 2023-10-05 13:37:26 +11:00
Bastiaan Olij c60ef33175 OpenXR Fix small hand tracking issues 2023-10-04 13:18:31 +11:00
Bastiaan Olij 9e56e7a3ce Add support for the OpenXR Eye gaze interaction extension
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2023-10-02 14:02:23 -07:00
Bastiaan Olij d7d334158a Implement OpenXR Foveated rendering support 2023-09-25 17:12:20 +10:00
Bastiaan Olij 3806d964e3 Fix issue with OpenXR environment blend mode not being applied properly 2023-09-13 14:07:23 +10:00
Bastiaan Olij 58df9bd8a4 Expose OpenXR raw hand tracking data 2023-09-07 22:55:21 +10:00
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
Rémi Verschelde 1eec25acf3
Merge pull request #73558 from Malcolmnixon/render-target-size-multiplier
Added render target size multiplier option
2023-04-11 19:40:02 +02:00
Bastiaan Olij e31c2e4277 Add a get_system_info method to XRInterface 2023-03-15 13:11:48 +11:00
Malcolm Nixon d91e75b6f7 Added render target size multiplier option.
Fix formatting
2023-02-18 10:58:06 -05:00
Ron Bessems d7d171c45c Add XR Environment Blend Mode Support 2023-02-02 12:18:42 -05:00
Bastiaan Olij d3ec17e9ae Added methods to OpenXR interface to set which action sets are active 2023-01-31 10:20:19 +11:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Bastiaan Olij 19f9fe1dec Filter out HTC OpenXR paths based on extension 2022-10-19 00:09:54 +11:00
Bastiaan Olij e14717bb2e Adding support for the OpenXR Display Refresh Rate extension 2022-10-10 20:41:46 +11:00
Bastiaan Olij c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Gabor Koncz 72203a4da4 Add Passthrough extension wrapper 2022-09-27 12:26:53 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Bastiaan Olij c78876f977 Cleanup OpenXR on initialisation failure 2022-03-25 18:30:47 +11:00
Bastiaan Olij d11cb5fe98 Adding signals and events to OpenXR interface
Improving interaction profile logic
2022-03-10 17:14:56 +11:00
Bastiaan Olij a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00