summaryrefslogtreecommitdiffstats
path: root/modules/openxr/openxr_interface.h
Commit message (Collapse)AuthorAgeFilesLines
* OpenXR - add access to hand joint validity flagsBastiaan Olij2023-10-051-0/+13
|
* OpenXR Fix small hand tracking issuesBastiaan Olij2023-10-041-0/+4
|
* Add support for the OpenXR Eye gaze interaction extensionBastiaan Olij2023-10-021-0/+2
| | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* Implement OpenXR Foveated rendering supportBastiaan Olij2023-09-251-0/+8
|
* Fix issue with OpenXR environment blend mode not being applied properlyBastiaan Olij2023-09-131-0/+1
|
* Expose OpenXR raw hand tracking dataBastiaan Olij2023-09-071-0/+57
|
* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-4/+3
| | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #73558 from Malcolmnixon/render-target-size-multiplierRémi Verschelde2023-04-111-0/+3
|\ | | | | | | Added render target size multiplier option
| * Added render target size multiplier option.Malcolm Nixon2023-02-181-0/+3
| | | | | | | | Fix formatting
* | Add a get_system_info method to XRInterfaceBastiaan Olij2023-03-151-0/+1
|/
* Add XR Environment Blend Mode SupportRon Bessems2023-02-021-0/+4
|
* Added methods to OpenXR interface to set which action sets are activeBastiaan Olij2023-01-311-0/+4
|
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | 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".
* Filter out HTC OpenXR paths based on extensionBastiaan Olij2022-10-191-1/+0
|
* Adding support for the OpenXR Display Refresh Rate extensionBastiaan Olij2022-10-101-0/+4
|
* Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij2022-10-051-0/+3
|
* Add Passthrough extension wrapperGabor Koncz2022-09-271-0/+8
|
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-1/+1
| | | | | | | | | | | | | 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.
* Cleanup OpenXR on initialisation failureBastiaan Olij2022-03-251-1/+1
|
* Adding signals and events to OpenXR interfaceBastiaan Olij2022-03-101-17/+31
| | | | Improving interaction profile logic
* Implementing OpenXR driverBastiaan Olij2022-02-231-0/+129