Class XRInterface
Base class for an XR interface implementation.
- Inheritance
-
XRInterface
- Derived
Remarks
This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through XRServer.
See Also
Properties
ar_is_anchor_detection_enabled
On an AR interface, true
if anchor detection is enabled.
var ar_is_anchor_detection_enabled : bool = false
Property Value
Remarks
environment_blend_mode
Specify how XR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
var environment_blend_mode : int = 0
Property Value
Remarks
interface_is_primary
true
if this is the primary interface.
var interface_is_primary : bool = false
Property Value
Remarks
xr_play_area_mode
The play area mode for this interface.
var xr_play_area_mode : int = 0
Property Value
Remarks
Methods
get_camera_feed_id
If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the CameraServer for this interface.
int get_camera_feed_id
get_capabilities
Qualifiers: const
Returns a combination of Capabilities flags providing information about the capabilities of this interface.
int get_capabilities
get_name
Qualifiers: const
Returns the name of this interface ("OpenXR"
, "OpenVR"
, "OpenHMD"
, "ARKit"
, etc.).
StringName get_name
get_play_area
Qualifiers: const
Returns an array of vectors that represent the physical play area mapped to the virtual space around the XROrigin3D point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
PackedVector3Array get_play_area
get_projection_for_view(int, float, float, float)
Returns the projection matrix for a view/eye.
Projection get_projection_for_view(int view, float aspect, float near, float far)
Parameters
get_render_target_size
Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
Vector2 get_render_target_size
get_supported_environment_blend_modes
Returns the an array of supported environment blend modes, see EnvironmentBlendMode.
Array get_supported_environment_blend_modes
get_system_info
Returns a Dictionary with extra system info. Interfaces are expected to return XRRuntimeName
and XRRuntimeVersion
providing info about the used XR runtime. Additional entries may be provided specific to an interface.
**Note:**This information may only be available after initialize was successfully called.
Dictionary get_system_info
get_tracking_status
Qualifiers: const
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
int get_tracking_status
get_transform_for_view(int, Transform3D)
Returns the transform for a view/eye.
view
is the view/eye index.
cam_transform
is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
Transform3D get_transform_for_view(int view, Transform3D cam_transform)
Parameters
view
intcam_transform
Transform3D
get_view_count
Returns the number of views that need to be rendered for this device. 1 for Monoscopic, 2 for Stereoscopic.
int get_view_count
initialize
Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
Note: You must enable the XR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.
If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.
While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
bool initialize
is_initialized
Qualifiers: const
Returns true
if this interface has been initialized.
bool is_initialized
is_passthrough_enabled
Returns true
if passthrough is enabled.
bool is_passthrough_enabled
is_passthrough_supported
Returns true
if this interface supports passthrough.
bool is_passthrough_supported
set_environment_blend_mode(int)
Sets the active environment blend mode.
mode
is the environment blend mode starting with the next frame.
Note: Not all runtimes support all environment blend modes, so it is important to check this at startup. For example:
func _ready():
var xr_interface = XRServer.find_interface("OpenXR")
if xr_interface and xr_interface.is_initialized():
var vp = get_viewport()
vp.use_xr = true
var acceptable_modes = [XRInterface.XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE]
var modes = xr_interface.get_supported_environment_blend_modes()
for mode in acceptable_modes:
if mode in modes:
xr_interface.set_environment_blend_mode(mode)
break
bool set_environment_blend_mode(int mode)
Parameters
mode
int
set_play_area_mode(int)
Sets the active play area mode, will return false
if the mode can't be used with this interface.
Note: Changing this after the interface has already been initialized can be jarring for the player, so it's recommended to recenter on the HMD with XRServer.center_on_hmd (if switching to XRInterface.XR_PLAY_AREA_STAGE) or make the switch during a scene change.
bool set_play_area_mode(int mode)
Parameters
mode
int
start_passthrough
Starts passthrough, will return false
if passthrough couldn't be started.
Note: The viewport used for XR must have a transparent background, otherwise passthrough may not properly render.
bool start_passthrough
stop_passthrough
Stops passthrough.
void stop_passthrough
supports_play_area_mode(int)
Call this to find out if a given play area mode is supported by this interface.
bool supports_play_area_mode(int mode)
Parameters
mode
int
trigger_haptic_pulse(String, StringName, float, float, float, float)
Triggers a haptic pulse on a device associated with this interface.
action_name
is the name of the action for this pulse.
tracker_name
is optional and can be used to direct the pulse to a specific device provided that device is bound to this haptic.
frequency
is the frequency of the pulse, set to 0.0
to have the system use a default frequency.
amplitude
is the amplitude of the pulse between 0.0
and 1.0
.
duration_sec
is the duration of the pulse in seconds.
delay_sec
is a delay in seconds before the pulse is given.
void trigger_haptic_pulse(String action_name, StringName tracker_name, float frequency, float amplitude, float duration_sec, float delay_sec)
Parameters
action_name
Stringtracker_name
StringNamefrequency
floatamplitude
floatduration_sec
floatdelay_sec
float
uninitialize
Turns the interface off.
void uninitialize
Events
play_area_changed(int)
Emitted when the play area is changed. This can be a result of the player resetting the boundary or entering a new play area, the player changing the play area mode, the world scale changing or the player resetting their headset orientation.
signal play_area_changed(int mode)
Parameters
mode
int