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path: root/modules/webxr/webxr_interface_js.cpp
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* Fix support for environment blend modes on `WebXRInterface`David Snopek2024-06-261-1/+41
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* This PR modifies how the WebXR palm joint transform is calculated so it also ↵Malcolm Nixon2024-06-251-6/+14
| | | | has the correct rotation.
* Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+2
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* Remove the Hand enum from XRHandTracker to fix name-collision with the hand ↵Malcolm Nixon2024-04-251-1/+1
| | | | | | property of the base class. Co-Authored-By: David Snopek <191561+dsnopek@users.noreply.github.com>
* Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to ↵Malcolm Nixon2024-04-181-6/+8
| | | | drive node positions and visibility.
* WebXR: Add support for hand trackingDavid Snopek2024-02-231-17/+86
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* Add screen-related attributes to mouse input eventsMarkus Sauermann2024-02-051-0/+1
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* Add MSAA support for WebXRDavid Snopek2023-12-111-26/+12
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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-3/+4
| | | | | | | | | | | | | | | | | | | | 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 #72938 from dsnopek/webxr-frame-rateRémi Verschelde2023-04-111-0/+24
|\ | | | | [WebXR] Add support for getting and setting display refresh rate
| * [WebXR] Add support for getting and setting display refresh rateDavid Snopek2023-02-101-0/+24
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* | Add a get_system_info method to XRInterfaceBastiaan Olij2023-03-151-0/+10
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* Correctly apply world_scale in WebXRDavid Snopek2023-01-231-9/+3
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* 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".
* Get WebXR fully working in Godot 4!David Snopek2022-12-011-139/+348
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* Add multiview to the opengl3 driverDavid Snopek2022-10-211-2/+1
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* Rename Projection `matrix` to `columns`Aaron Franke2022-10-041-3/+3
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* Get WebXR minimally working again in Godot 4David Snopek2022-09-191-19/+37
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* [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-291-2/+2
| | | | Also rename export name from "HTML5" to "Web".
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-2/+2
| | | | | | | | | | | | | 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.
* Rename Basis "elements" to "rows"Aaron Franke2022-04-291-9/+9
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* Fix more issues found by cppcheck.bruvzg2022-04-201-2/+2
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* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-1/+2
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Improve XRInterface hooks into renderingBastiaan Olij2022-01-261-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rework XR positional trackersBastiaan Olij2021-10-171-21/+65
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* Change to using doubles in XR classesBastiaan Olij2021-09-211-1/+1
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* Adding GDExtension support to XRInterfaceBastiaan Olij2021-08-261-23/+5
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* WebXR: Fix build after SNAME additionRémi Verschelde2021-07-211-2/+2
| | | | Was missed as WebXR build was disabled prior to #50563.
* Merge pull request #50563 from dsnopek/webxr-enable-ciRémi Verschelde2021-07-211-0/+17
|\ | | | | Re-enable building WebXR in GitHub Actions
| * Re-enable building WebXR in GitHub ActionsDavid Snopek2021-07-171-0/+17
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* | Optimize StringName usagereduz2021-07-181-6/+6
|/ | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* [HTML5] Fix build (with module_webxr_enabled=no).Fabio Alessandrelli2021-07-151-4/+4
| | | | | The XR API changed a bit, and it's not just a rename, though probably an easy update for someone who is qualified :).
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-5/+22
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* Rename Transform to Transform3D in coreAaron Franke2021-06-031-4/+4
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* Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde2021-04-291-1/+1
| | | | Follow-up to #38736 (these uses were likely added after this PR was merged).
* Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij2021-03-291-5/+5
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* Rename some more global enums (Key, Joy, MIDI)Aaron Franke2021-03-231-1/+1
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* Prevent fatal error in WebXR when 'immersize-ar' loses and regains trackingDavid Snopek2021-01-271-8/+18
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* Support mono devices in WebXRDavid Snopek2021-01-251-3/+2
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* Fix WebXR module.Fabio Alessandrelli2021-01-101-3/+3
| | | | | Some functions and enums were renamed in 4.0 but not updated in the WebXR code.
* Add support for WebXRDavid Snopek2021-01-041-0/+451