Compare commits

...

131 commits
v0.1.0 ... main

Author SHA1 Message Date
b1098a13ec add overview doc, window placement 2022-05-08 21:35:41 +02:00
7edd005bb7 rename stuff 2022-05-08 21:26:30 +02:00
9f0b811d24 fix crash on grave key press, update gdvk 2022-03-17 21:16:04 +01:00
f892d4892b clean up keyboard 2022-01-23 18:07:52 +01:00
e6e003ca51 add more keys to se kb layout, add basic us layout, update gdvk, cleanup 2022-01-23 17:00:33 +01:00
d83deb8721 fix keyboard layout not exporting 2022-01-20 20:01:04 +01:00
8725763124 clean up keyboard 2022-01-20 17:57:21 +01:00
be9ceeef9c fix missing gdvk binaries 2022-01-20 10:34:45 +01:00
24ad04e262 toggle modifier keys and clear all pressed modifiers when normal key is pressed 2022-01-19 21:45:33 +01:00
899a3dce3d apply gaps when loading keyboard layout 2022-01-19 21:15:32 +01:00
710b418970 basic loading of keyboard layout, including key width 2022-01-19 20:57:30 +01:00
23b37778b1 add keyboard proof of concept 2022-01-19 19:47:23 +01:00
aaeed533da add GDVK plugin 2022-01-19 18:46:50 +01:00
ef744db9ae plugin: add touch support (finally) 2022-01-19 17:53:19 +01:00
2bac6afcdc overlays can no longer change path (this was a pretty useless feature) 2022-01-11 02:34:59 +01:00
08cb7dc283 cleanup 2021-10-16 19:37:39 +02:00
9eea2a7c28 remove hand/glove meshes, saving another MB in export size 2021-10-16 13:51:56 +02:00
97fd916a87 resize hand textures from openvr plugin, reducing exported size by 34MB 2021-10-16 13:43:26 +02:00
e1944bcc25 cleanup 2021-10-16 00:52:39 +02:00
20bf94d7ab add support for 2 cursors 2021-10-16 00:47:29 +02:00
dc6a9929b7 refactor touch and trigger handling to allow for touch controls 2021-10-12 14:51:22 +02:00
a073c19e9c cleanup 2021-10-12 01:57:11 +02:00
b673410e70 make triggers use physics layers and only have one set of trigger activators 2021-10-12 01:46:26 +02:00
f081a963a4 remove debug prints 2021-10-10 16:51:52 +02:00
43d3ce3e16 refactor interaction module handling, cleanup 2021-10-10 16:49:15 +02:00
a284c87792 Merge branch 'main' of https://github.com/CrispyPin/ovr-utils into main 2021-10-05 20:49:52 +02:00
b1eb8eb9d8 rename project folder to src 2021-10-05 20:49:40 +02:00
CrispyPin
588f361f52
Update README.md 2021-07-22 17:51:49 +02:00
3a6d0469e5 add optional property OVERLAY_PROPERTIES on overlay scenes, used for making main menu always visible 2021-07-22 17:41:58 +02:00
73d9d9b88b add basic config version checking, discarding outdated configs 2021-07-22 17:16:27 +02:00
284cfa3c2f properly load slider values in menu 2021-07-22 15:40:39 +02:00
774d678bd7 add another grab mode toggle to the extra options in overlay list 2021-07-22 15:18:40 +02:00
5fc14a3def store overlay scene as node instead of packedscene 2021-07-06 22:38:12 +02:00
bf3908de5c cleanup 2021-07-06 22:06:15 +02:00
727e559396 cleanup 2021-06-29 01:37:37 +02:00
01c11ffd32 change to using paths to refer to overlay types for better future expansion 2021-06-29 01:20:53 +02:00
b15c00f5f0 move settings definition file to root, store savepath there too 2021-06-29 00:47:55 +02:00
386465e8d9 set imageviewer file dialog to start in home directory 2021-06-27 00:16:32 +02:00
078cd11e5e add timer to sync overlay properties at most every 0.2s 2021-06-26 23:48:18 +02:00
2ff72e5023 fix overlays not being deleted because of spammed signal 2021-06-26 23:32:22 +02:00
a0e6e932e4 fix overlays spawning with wrong target until updated, fix add overlay button staying on after use 2021-06-26 22:53:23 +02:00
d05880187a compare hash of settings instead of string 2021-06-15 19:01:25 +02:00
e0c7def52d make overlay plugin independent of settings manager 2021-06-15 18:52:41 +02:00
f0b0bc84b5 refactor overlay saving/loading 2021-06-15 18:49:24 +02:00
2fefd5a03b add warning for missing overlay scene, and a placeholder showing the path 2021-06-10 13:51:16 +02:00
9a5e58351f overlay instances use defaults if a setting is missing 2021-06-08 19:10:07 +02:00
dd28bdcb54 settings: ignore invalid keys 2021-06-08 18:31:35 +02:00
f22efdea0a settings save at most every second. Checks if settings have changed every second. 2021-06-07 17:09:35 +02:00
721c518bc3 better default transform for menu 2021-06-06 22:55:10 +02:00
eda8c8c06c update grab visualisation properly if overlay was already touched when setting changed 2021-06-06 22:46:52 +02:00
0ad307d194 icon cleanup 2021-06-06 22:08:11 +02:00
92feff4892 add title to 'add overlay' menu 2021-06-06 19:22:57 +02:00
6f79709af5 add exit button 2021-06-06 19:02:30 +02:00
7dd5a544ab cleanup main menu 2021-06-06 17:28:22 +02:00
64a51bdd7e update builds of godot-openvr, should fix battery level on windows (#3) 2021-06-06 17:08:28 +02:00
CrispyPin
80512957cc
add ImageViewer instructions to README 2021-06-06 14:02:24 +02:00
4a89de6af9 start adding cursor move events 2021-06-06 13:31:19 +02:00
381be25af0 add alpha setting 2021-06-06 13:05:13 +02:00
74f7caed5d add basic image viewer 2021-06-06 12:44:10 +02:00
8d21c4f424 cleanup 2021-06-06 12:00:40 +02:00
18503e7648 cleanup 2021-06-06 11:42:08 +02:00
a3778bea0f resolution independent overlays 2021-06-06 11:33:02 +02:00
5468ffbe63 disable editor warnings for connect() 2021-06-05 11:34:09 +02:00
c6298484a1 clean up size slider 2021-06-05 11:28:21 +02:00
d14e90bb3c add slider for setting overlay size 2021-06-05 00:32:32 +02:00
7ab22b73d8 fix add menu being too big 2021-06-05 00:13:06 +02:00
cf2b82b5fb fix overlays not spawning in with tracking 2021-06-05 00:07:41 +02:00
670df66b38 menu rework - add submenu for more options in overlay list 2021-06-05 00:00:12 +02:00
6b18c51391 create export plugin to make window default size 16x16, while still allowing for easy overlay editing 2021-06-03 23:21:05 +02:00
CrispyPin
3993531f2d
Update README.md 2021-06-03 22:11:52 +02:00
CrispyPin
9e82cf7fcf
Update README.md 2021-06-03 19:04:30 +02:00
aacc05243a prevent removing main menu 2021-06-03 18:55:27 +02:00
CrispyPin
cfd46beb67
Update README.md 2021-06-03 18:51:54 +02:00
CrispyPin
55e8a99eda
Update README.md 2021-06-03 18:44:40 +02:00
c09d60a245 cleanup 2021-06-03 18:30:02 +02:00
1375ebbaeb made overlaymanager an autoload/singleton 2021-06-02 17:04:47 +02:00
271352bf16 remove unused files 2021-06-02 16:52:23 +02:00
33da1d0ff7 remove overlay button now works 2021-06-02 15:27:56 +02:00
39f34344cd cleanup 2021-06-02 15:12:00 +02:00
5766378651 add overlay menu works 2021-06-02 12:50:09 +02:00
6385d7c165 overlay visibility is saved and loaded 2021-05-31 18:57:36 +02:00
e50f85d970 add temp head track logo, fix misalignment in tracking selector 2021-05-31 17:49:51 +02:00
4a5d1f02c3 fix moving hidden overlays & cleanup 2021-05-31 17:39:44 +02:00
6c15e9ff5f main menu loads a list of overlays, individual grabbing and setting tracking implemented 2021-05-30 20:12:16 +02:00
634ea013b7 main menu basic mockup 2021-05-30 13:20:34 +02:00
7166f9899f add icons from godot editor 2021-05-30 13:19:57 +02:00
78c6fd76c1 highlight selected overlays when in grab mode 2021-05-29 23:31:05 +02:00
b4df1ff599 basic grab mode 2021-05-29 23:15:35 +02:00
031a48ffdc load overlays from file at startup 2021-05-29 22:53:28 +02:00
97a3fb5e80 plugin: grab and cursor modules are loaded at runtime instead of being manual 2021-05-27 10:50:23 +02:00
7634b952be cleanup 2021-05-26 23:25:49 +02:00
3999f68b5d separate grabbing and cursor functionality to optional sub-nodes 2021-05-26 21:39:47 +02:00
3c216bf885 cleanup 2021-05-26 13:30:38 +02:00
0853b121b8 add build subfolders 2021-05-26 00:39:04 +02:00
1b1902cadd apply fallbacks when tracker unavailable, cleanup 2021-05-25 20:11:06 +02:00
70892dcb7b offsets and overlay properties are saved to settings.json 2021-05-25 18:56:52 +02:00
c51d4aa91d upgrade settings manager, add default overlay in settings definition 2021-05-24 12:39:37 +02:00
919319cc83 create settings definition 2021-05-23 23:42:59 +02:00
ba65c823f1 update settings manager 2021-05-23 21:14:34 +02:00
CrispyPin
e5bd68d0ec
Update README.md 2021-05-23 00:30:13 +02:00
d2e4c28a86 add dropdown to ui demo that changes tracking target 2021-05-22 22:15:09 +02:00
1c27c7f6b2 fix dragging overlays from other targets 2021-05-22 22:01:39 +02:00
ac6f31aedf fix offsets syncing globally when controllers change power state 2021-05-22 21:17:07 +02:00
54f9e4f85c cleanup 2021-05-22 18:38:52 +02:00
ddb59ed697 fix dragging offset rotations! 2021-05-22 15:07:57 +02:00
53ace41594 switch to quaternions for offset rotation 2021-05-22 14:58:55 +02:00
1cca61aac2 dragging position offsets work, rotations are scuffed 2021-05-22 00:48:04 +02:00
52a5e346f9 store offsets for all tracking targets, for fallback; switch target when dragging 2021-05-21 21:37:11 +02:00
5b55d3ce81 grab translation works when attached to rotated controller 2021-05-20 21:05:54 +02:00
37d982458a grab translation works but not rotation 2021-05-20 20:56:14 +02:00
9f74010bc9 cleanup, made overlayInteraction a node so it doesn't inherit the offset 2021-05-20 17:36:48 +02:00
be6173ba83 cleanup 2021-05-20 12:26:49 +02:00
CrispyPin
5b949ee0c6
Create LICENSE 2021-05-20 11:20:48 +02:00
7d5dfa60d4 improve xyz widget 2021-05-20 11:02:13 +02:00
f1e03dc9bc add windows export template 2021-05-20 10:49:59 +02:00
0c34f6e0f2 remove mac openvr binaries since steamvr on mac has been abandoned 2021-05-20 10:41:10 +02:00
e33ea49aaf use spatial node for overlays for easier offsets 2021-05-20 10:33:39 +02:00
34bf10eb18 plugin: cleanup 2021-05-20 09:57:48 +02:00
900fc0809c add click with trigger on UI elements in overlays 2021-05-19 23:15:59 +02:00
7c255586db move OverlayInteraction.tscn so it's easier to find 2021-05-19 22:27:35 +02:00
e28a1573d0 plugin: add cursor that updates when a controller i touching an overlay 2021-05-19 22:17:26 +02:00
131a8aa798 basic support for triggering overlays (highlights + signal), updates properly when properties change 2021-05-19 00:15:53 +02:00
3e2a6096bf Merge branch 'main' into interaction 2021-05-18 12:36:12 +02:00
71f6abe41a add basic battery indicator 2021-05-18 10:50:01 +02:00
de806ff272 upgrade godot-openvr to custom version with battery data (linux only) 2021-05-18 10:48:42 +02:00
007eb6d5ba fix rotations 2021-05-17 23:40:04 +02:00
1d6502673a Merge branch 'main' into update-openvr 2021-05-17 23:28:22 +02:00
e5a8086983 fix overlays not being transparent 2021-05-17 23:28:00 +02:00
40ae7b4295 update godot-openvr to 1.1.0 2021-05-17 23:26:30 +02:00
4865f19bb6 try to fix rotation 2021-05-17 23:18:06 +02:00
0407fd297a touch triggers work but hard-wired to left hand 2021-05-17 17:16:20 +02:00
210 changed files with 5912 additions and 18131 deletions

674
LICENSE Normal file
View file

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View file

@ -1 +1,16 @@
# ovr-utils
# OVR Utils
A cross-platform SteamVR overlay application that aims to have many useful tools available while in VR. Built using the Godot game engine, and the godot-openvr plugin to interact with the openvr SDK.
## Installation
* Grab the latest release for your OS from the [releases section](https://github.com/CrispyPin/ovr-utils/releases)
* Extract the contents to somewhere (make sure to mark `ovr-utils-linux-v###.x86_64` as executable on linux)
* To start the overlay, just run the `.exe` or `.x86_64` file.
### Add to steam (optional)
* In steam, go to `Games`>`Add a non-steam game to my library`
* Click browse and find the `ovr-utils` executable
* Click `add` and then `add selected programs`
* You should now be able to start it from steam (favourite it for easier access)
## Usage
At the moment all interacions are done with the trigger buttons, this will use steamvr actions and be configurable in the future.

2
builds/windows/.gitignore vendored Normal file
View file

@ -0,0 +1,2 @@
*
!.gitignore

35
docs/README.md Normal file
View file

@ -0,0 +1,35 @@
# WIP documentation
## Hierarchy
```
OverlayManager
- MyOverlayInstance
- [...]
- OverlayViewport
- Container
- MyOverlay
- [...]
- OverlayInteraction
- VR
- [colliders for vr trackers etc]
- Grabbable
- Clickable
- Touchable
```
## overlay interaction types
Each overlay instance has a OverlayInteraction node, which spawns the different interaction modules depending on what is defined in the OVERLAY_PROPERTIES.
The modules/interaction types are:
- Grabbable
- Touchable
- Clickable
These modules connect signals from different places to the interaction manager (`OverlayInteraction`)
Touchable connects collision signals to mouse inputs (potentially logic between to help prevent double presses)
Clickable connects vr button signals to mouse inputs
Grabbable connects vr button signals to grab logic, while telling the interaction manager to pause normal interaction

View file

@ -1,38 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://addons/openvr_overlay/OverlayInstance.tscn" type="PackedScene" id=1]
[ext_resource path="res://overlays/FPSOverlay.tscn" type="PackedScene" id=2]
[ext_resource path="res://overlays/TimeOverlay.tscn" type="PackedScene" id=3]
[ext_resource path="res://temp.gd" type="Script" id=4]
[ext_resource path="res://overlays/xyz_widget/zx.tscn" type="PackedScene" id=5]
[ext_resource path="res://overlays/xyz_widget/yz.tscn" type="PackedScene" id=6]
[node name="Overlays" type="Node"]
script = ExtResource( 4 )
[node name="OverlayInstance FPS" parent="." instance=ExtResource( 1 )]
target = 1
overlay_scene = ExtResource( 2 )
offset_pos = Vector3( 0.05, -0.01, 0.15 )
offset_rot = Vector3( 0, -90, -135 )
[node name="OverlayInstance Time" parent="." instance=ExtResource( 1 )]
target = 1
overlay_scene = ExtResource( 3 )
offset_pos = Vector3( -0.05, 0.02, 0.15 )
offset_rot = Vector3( 0, -90, -135 )
width_meters = 0.1
[node name="XYZ Widget" type="Node" parent="."]
[node name="YZ" parent="XYZ Widget" instance=ExtResource( 1 )]
target = 1
overlay_scene = ExtResource( 6 )
offset_pos = Vector3( 0, 0, 0 )
offset_rot = Vector3( 0, -90, 0 )
[node name="ZX" parent="XYZ Widget" instance=ExtResource( 1 )]
target = 1
overlay_scene = ExtResource( 5 )
offset_pos = Vector3( 0, 0, 0 )
offset_rot = Vector3( 90, 0, 0 )

View file

@ -1,9 +0,0 @@
Contributors
============
This plugin has mostly been developed by [Bastiaan Olij](https://github.com/BastiaanOlij).
Special thanks to [Benedikt](https://github.com/beniwtv) for doing all the work on overlay support.
Other people who have helped out by submitting fixes, enhancements, etc are:
- [RMKD](https://github.com/RMKD)
- [Bruvzg](https://github.com/bruvzg)

View file

@ -1,40 +0,0 @@
# Godot OpenVR GDNative module
This module is provided as is, all files are contained within the addons/godot-openvr-asset folder
This module requires **Godot 3.1 or newer** to run, **Godot 3.2** is highly recommended.
The scenes subfolder contains a number of godot scenes that help you set up your project.
For basic functionality start with adding ovr_first_person.tcn to your project.
Also make sure that vsync is turned off in your project settings.
Source code for this module can be found here:
https://github.com/GodotVR/godot_openvr
Also note that we have a support asset containing a number of useful scenes to get you going building VR applications in Godot:
https://github.com/GodotVR/godot-vr-common
Documentation on using this asset can be found here:
https://github.com/GodotVR/godot-openvr-asset/wiki
HDR support
-----------
HDR support was added to OpenVR but requires the keep_3d_linear flag added to Godot 3.2. This will ensure rendering inside of the headset is correct. The preview on screen will look darker. You can solve this by using a separate viewport.
When using Godot 3.1 you need to either use the GLES2 renderer or turn HDR off on the viewport used to render to the HMD.
Licensing
---------
The Godot OpenVR module and the godot scenes in this add on are all supplied under an MIT License.
The dynamic libraries supplier by Valve fall under Valve's own license.
For more information about this license please visit https://github.com/ValveSoftware/openvr
About this repository
---------------------
This repository was created by and is maintained by Bastiaan Olij a.k.a. Mux213
You can follow me on twitter for regular updates here:
https://twitter.com/mux213
Videos about my work with Godot including tutorials on working with VR in Godot can by found on my youtube page:
https://www.youtube.com/BastiaanOlij

View file

@ -1,2 +0,0 @@
!*.*
.DS_Store

View file

@ -1 +0,0 @@
Versions/Current/Headers

View file

@ -1 +0,0 @@
Versions/Current/OpenVR

View file

@ -1 +0,0 @@
Versions/Current/Resources

View file

@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleIdentifier</key>
<string>com.valvesoftware.OpenVR.framework</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>OpenVR</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
</dict>
</plist>

View file

@ -1,2 +0,0 @@
OSX support is currently untested as we have no contributor who is using Mac OSX for VR development.
If you are able and willing to help out please contact us!

View file

@ -1,112 +0,0 @@
[gd_scene load_steps=5 format=2]
[sub_resource type="PlaneMesh" id=1]
size = Vector2( 0.3, 0.15 )
subdivide_width = 10
subdivide_depth = 10
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
render_mode unshaded;
uniform sampler2D viewport_texture : hint_albedo;
void vertex() {
VERTEX.y = 1.0 - cos(VERTEX.x + 0.3) * 0.5 - cos(VERTEX.z + 0.15) * 0.5;
}
void fragment() {
vec4 col = texture(viewport_texture, vec2(1.0-UV.x, UV.y));
ALBEDO = col.rgb;
ALPHA = col.a;
}"
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
shader = SubResource( 2 )
_sections_unfolded = [ "Resource", "shader_param" ]
[sub_resource type="GDScript" id=4]
script/source = "extends MeshInstance
func _ready():
get_surface_material(0).set_shader_param(\"viewport_texture\", $Viewport.get_texture())
func _process(delta):
$Viewport/World/Label.text = str(Engine.get_frames_per_second()) + \" FPS\""
[node name="FPS" type="MeshInstance" index="0"]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 3 )
script = SubResource( 4 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Viewport" type="Viewport" parent="." index="0"]
arvr = false
size = Vector2( 200, 100 )
own_world = false
world = null
transparent_bg = true
msaa = 0
hdr = false
disable_3d = false
usage = 0
debug_draw = 0
render_target_v_flip = false
render_target_clear_mode = 0
render_target_update_mode = 3
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
gui_snap_controls_to_pixels = true
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2
shadow_atlas_quad_2 = 3
shadow_atlas_quad_3 = 4
_sections_unfolded = [ "Render Target", "Rendering" ]
[node name="World" type="Node2D" parent="Viewport" index="0"]
_sections_unfolded = [ "Transform", "Z" ]
[node name="Label" type="Label" parent="Viewport/World" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 200.0
margin_bottom = 100.0
rect_scale = Vector2( 3, 3 )
rect_pivot_offset = Vector2( 0, 0 )
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_colors/font_color = Color( 1, 1, 1, 1 )
custom_colors/font_color_shadow = Color( 0, 0, 0, 1 )
text = "FPS"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Grow Direction", "Margin", "Material", "Rect", "Visibility", "custom_colors" ]

View file

@ -1,64 +0,0 @@
extends ARVRController
signal controller_activated(controller)
export var show_controller_mesh = true setget set_show_controller_mesh, get_show_controller_mesh
func set_show_controller_mesh(p_show):
show_controller_mesh = p_show
if $Controller_mesh:
$Controller_mesh.visible = p_show
func get_show_controller_mesh():
return show_controller_mesh
var ovr_render_model
var components = Array()
var ws = 0
func _ready():
# instance our render model object
ovr_render_model = preload("res://addons/godot-openvr/OpenVRRenderModel.gdns").new()
# set our starting vaule
$Controller_mesh.visible = show_controller_mesh
# hide to begin with
visible = false
func apply_world_scale():
var new_ws = ARVRServer.world_scale
if (ws != new_ws):
ws = new_ws
$Controller_mesh.scale = Vector3(ws, ws, ws)
func load_controller_mesh(controller_name):
if ovr_render_model.load_model(controller_name.substr(0, controller_name.length()-2)):
return ovr_render_model
if ovr_render_model.load_model("generic_controller"):
return ovr_render_model
return Mesh.new()
func _process(delta):
if !get_is_active():
visible = false
return
# always set our world scale, user may end up changing this
apply_world_scale()
if visible:
return
# became active? lets handle it...
var controller_name = get_controller_name()
print("Controller " + controller_name + " became active")
# attempt to load a mesh for this
$Controller_mesh.mesh = load_controller_mesh(controller_name)
# make it visible
visible = true
emit_signal("controller_activated", self)

View file

@ -1,8 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_controller.gd" type="Script" id=1]
[node name="OVRController" type="ARVRController"]
script = ExtResource( 1 )
[node name="Controller_mesh" type="MeshInstance" parent="."]

View file

@ -1,23 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/openvr_overlay/overlay_instance.gd" type="Script" id=1]
[ext_resource path="res://addons/godot-openvr/OpenVROverlay.gdns" type="Script" id=3]
[node name="OverlayInstance" type="Node"]
script = ExtResource( 1 )
[node name="OverlayViewport" type="Viewport" parent="."]
size = Vector2( 100, 100 )
transparent_bg = true
handle_input_locally = false
msaa = 3
hdr = false
render_target_update_mode = 3
script = ExtResource( 3 )
overlay_width_in_meters = 0.4
[node name="PanelContainer" type="PanelContainer" parent="OverlayViewport"]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Offset" type="Spatial" parent="."]

View file

@ -1,21 +0,0 @@
extends Node
var ovr_interface: ARVRInterface
func _init() -> void:
var ovr_config = preload("res://addons/godot-openvr/OpenVRConfig.gdns").new()
ovr_config.set_application_type(2) # Set to OVERLAY MODE = 2, NORMAL MODE = 1
ovr_config.set_tracking_universe(1) # Set to SEATED MODE = 0, STANDING MODE = 1, RAW MODE = 2
# Find the OpenVR interface and initialise it
ovr_interface = ARVRServer.find_interface("OpenVR")
if ovr_interface and ovr_interface.initialize():
pass
func _ready() -> void:
for i in ARVRServer.get_tracker_count():
var tracker = ARVRServer.get_tracker(i)
print(tracker.get_name(), ": hand ", tracker.get_hand())

View file

@ -1,94 +0,0 @@
extends Node
enum TARGETS { head, left, right, world }
export (TARGETS) var target = TARGETS.head setget _set_target
export var overlay_scene = preload("res://addons/openvr_overlay/MissingOverlay.tscn") setget _set_overlay_scene
export var offset_pos := Vector3(0, 0, -1) setget _set_offset_pos
export var offset_rot: Vector3 setget _set_offset_rot
export var width_meters = 0.4 setget _set_width_meters
export var fallback_to_hmd = false # fallback is only applied if tracker is not present at startup
var _tracker_id: int = 0 setget ,get_tracker_id
func _ready() -> void:
ARVRServer.connect("tracker_added", self, "_tracker_changed")
ARVRServer.connect("tracker_removed", self, "_tracker_changed")
$OverlayViewport.overlay_width_in_meters = width_meters
$OverlayViewport.size = OverlayInit.ovr_interface.get_render_targetsize()
if overlay_scene:
$OverlayViewport/PanelContainer.add_child(overlay_scene.instance())
update_tracker_id()
update_offset()
func update_tracker_id() -> void:
_tracker_id = -1
if target in [TARGETS.left, TARGETS.right]: # target is a controller
for i in ARVRServer.get_tracker_count():
var tracker = ARVRServer.get_tracker(i)
if tracker.get_hand() == target:
_tracker_id = int(tracker.get_name().split("_")[-1])
if _tracker_id == -1:
# could not find controller, overlay will revert to fallback
# only happens if controller is missing on startup, otherwise it will register as being at origin
if fallback_to_hmd:
_tracker_id = 0 # HMD
else:
_tracker_id = 63 # World origin
func update_offset() -> void:
$Offset.translation = offset_pos
$Offset.rotation_degrees = offset_rot
# print(_tracker_id)
match target:
TARGETS.head:
$OverlayViewport.track_relative_to_device(0, $Offset.transform)
TARGETS.world:
$OverlayViewport.overlay_position_absolute($Offset.transform)
_:
$OverlayViewport.track_relative_to_device(_tracker_id, $Offset.transform)
func _tracker_changed(tracker_name: String, type: int, id: int):
print("tracker changed: ", tracker_name)
update_tracker_id()
update_offset()
func get_tracker_id() -> int:
return _tracker_id
func _set_target(new: int):
target = new
update_tracker_id()
update_offset()
func _set_offset_pos(pos: Vector3):
offset_pos = pos
update_offset()
func _set_offset_rot(rot: Vector3):
offset_rot = rot
update_offset()
func _set_width_meters(width: float):
width_meters = width
$OverlayViewport.overlay_width_in_meters = width_meters
func _set_overlay_scene(scene: PackedScene):
overlay_scene = scene
if $OverlayViewport/PanelContainer.get_children():
$OverlayViewport/PanelContainer.get_child(0).queue_free()
$OverlayViewport/PanelContainer.add_child(overlay_scene.instance())

View file

@ -1,107 +0,0 @@
extends Node
signal setting_changed # emitted with name, value
signal settings_loaded # emitted when settings are loaded from file, needs to be connected in _init()
const DEBUG_SETTINGS = true
const SETTINGS_PATH = "user://settings.json"
const SETTINGS_DEF = {
"example_1": {
"name": "Example Toggle",
"description": "resets every restart", # optional
"flags": ["no_save"], # optional
"type": "bool",
"default": false
},
"example_2": {
"name": "Example Number",
"type": "number",
"default": 42,
"min": 1, # optional
"max": 100, # optional
"step": 4 # optional
},
"example_3": {
"name": "Example text",
"type": "string",
"default": "hello world"
},
"example_4": {
"name": "Example Vector3",
"type": "Vector3",
"default": [1, 2, 3]
}
}
var _settings = {}
func _ready() -> void:
_init_settings()
load_settings()
emit_signal("settings_loaded")
save_settings()
func get_setting(key):
return _settings[key]
func set_setting(key, val):
if _settings[key] == val:
return
_settings[key] = val
emit_signal("setting_changed", key, val)
save_settings()
if DEBUG_SETTINGS:
print("Settings changed: ", key, " -> ", val)
func _init_settings():
for key in SETTINGS_DEF:
_settings[key] = SETTINGS_DEF[key].default
if DEBUG_SETTINGS:
print("Default settings: ", _settings)
func save_settings():
var to_save = {}
for key in _settings:
if not (SETTINGS_DEF[key].has("flags") and "no_save" in SETTINGS_DEF[key].flags):
to_save[key] = _settings[key]
var file = File.new()
file.open(SETTINGS_PATH, File.WRITE)
file.store_line(to_json(to_save))
file.close()
func load_settings() -> void:
var file = File.new()
if not file.file_exists(SETTINGS_PATH):
if DEBUG_SETTINGS:
print("No settings file exists, using defaults")
return
file.open(SETTINGS_PATH, File.READ)
var new_settings = parse_json(file.get_as_text())
file.close()
# in case the settings format has changed, this is better than just clonging blindly
for key in new_settings:
if _settings.has(key):
var value = new_settings[key]
match SETTINGS_DEF[key].type:
["Vector2", "vector2"]:
_settings[key] = Vector2(value[0], value[1])
["Vector3", "vector3"]:
_settings[key] = Vector3(value[0], value[1], value[2])
_:
_settings[key] = value
if DEBUG_SETTINGS:
print("Loaded settings from file")
print(_settings)

View file

@ -1,24 +0,0 @@
[preset.0]
name="Linux/X11"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../builds/ovr-utils.x86_64"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/64_bits=true
binary_format/embed_pck=true
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true

View file

@ -1,49 +0,0 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://overlays/fps.gd" type="Script" id=1]
[ext_resource path="res://fonts/OpenSans-Regular.ttf" type="DynamicFontData" id=2]
[sub_resource type="DynamicFont" id=1]
size = 48
font_data = ExtResource( 2 )
[node name="Overlay" type="Control"]
modulate = Color( 1, 1, 1, 0.490196 )
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 3
size_flags_vertical = 3
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect" type="ColorRect" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -222.0
margin_top = -32.0
margin_right = 222.0
margin_bottom = 32.0
color = Color( 0, 0, 0, 0.392157 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="ColorRect"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -512.0
margin_top = -33.5
margin_right = 512.0
margin_bottom = 33.5
custom_fonts/font = SubResource( 1 )
text = "Overlay FPS: 60"
align = 1
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

View file

@ -1,9 +0,0 @@
extends Label
func _ready() -> void:
pass
func _process(delta: float) -> void:
if delta > 0:
text = "Overlay FPS: " + str(round(1/delta))

View file

@ -1,21 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://overlays/xyz_widget/yz_widget.png" type="Texture" id=1]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="AspectRatioContainer" type="AspectRatioContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="TextureRect" type="TextureRect" parent="AspectRatioContainer"]
margin_left = 212.0
margin_right = 812.0
margin_bottom = 600.0
texture = ExtResource( 1 )
expand = true

Binary file not shown.

Before

Width:  |  Height:  |  Size: 101 B

View file

@ -1,21 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://overlays/xyz_widget/zx_widget.png" type="Texture" id=1]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="AspectRatioContainer" type="AspectRatioContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="TextureRect" type="TextureRect" parent="AspectRatioContainer"]
margin_left = 212.0
margin_right = 812.0
margin_bottom = 600.0
texture = ExtResource( 1 )
expand = true

Binary file not shown.

Before

Width:  |  Height:  |  Size: 111 B

View file

@ -1,38 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="ovr-utils"
run/main_scene="res://Main.tscn"
config/use_custom_user_dir=true
config/custom_user_dir_name="ovr-utils"
config/icon="res://icon.png"
[autoload]
OverlayInit="*res://addons/openvr_overlay/overlay_init.gd"
Settings="*res://addons/settings-manager/settings.gd"
[editor_plugins]
enabled=PoolStringArray( "res://addons/openvr_overlay/plugin.cfg", "res://addons/settings-manager/plugin.cfg" )
[gdnative]
singletons=[ "res://addons/godot-openvr/godot_openvr.gdnlib" ]
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

View file

@ -1,5 +0,0 @@
extends Node
func _ready() -> void:
OS.window_size = Vector2(16, 16)

6
src/Main.tscn Normal file
View file

@ -0,0 +1,6 @@
[gd_scene format=2]
[node name="Main" type="Node"]
__meta__ = {
"_editor_description_": "Everything is loaded using autoloads so this scene is just a dummy"
}

12
src/OverlayManager.tscn Normal file
View file

@ -0,0 +1,12 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/openvr_overlay/OverlayInstance.tscn" type="PackedScene" id=2]
[ext_resource path="res://OverlaySettingsSync.tscn" type="PackedScene" id=3]
[ext_resource path="res://overlay_manager.gd" type="Script" id=4]
[node name="OverlayManager" type="Node"]
script = ExtResource( 4 )
[node name="MainOverlay" parent="." instance=ExtResource( 2 )]
[node name="OverlaySettingsSync" parent="MainOverlay" instance=ExtResource( 3 )]

View file

@ -0,0 +1,12 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://overlay_settings_sync.gd" type="Script" id=1]
[node name="OverlaySettingsSync" type="Node"]
script = ExtResource( 1 )
[node name="SyncTimer" type="Timer" parent="."]
wait_time = 0.2
autostart = true
[connection signal="timeout" from="SyncTimer" to="." method="_on_SyncTimer_timeout"]

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/gdvk/gdvk.gdns" type="Script" id=1]
[node name="GDVK" type="Node"]
script = ExtResource( 1 )

Binary file not shown.

Binary file not shown.

View file

@ -0,0 +1,17 @@
[general]
singleton=false
load_once=true
symbol_prefix="gdvk_"
reloadable=true
[entry]
X11.64="res://addons/gdvk/bin/x11/libgdvk.so"
Windows.64="res://addons/gdvk/bin/win64/libgdvk.dll"
[dependencies]
X11.64=[ ]
Windows.64=[ ]
OSX.64=[ ]

View file

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/gdvk/gdvk.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "gdvk"
class_name = "GDVK"
library = ExtResource( 1 )

View file

@ -0,0 +1,10 @@
tool
extends EditorPlugin
func _enter_tree() -> void:
add_autoload_singleton("GDVK", "res://addons/gdvk/GDVK.tscn")
func _exit_tree() -> void:
remove_autoload_singleton("GDVK")

View file

@ -0,0 +1,9 @@
[plugin]
name="GDVK"
description="Godot virtual keyboard plugin
see https://github.com/CrispyPin/gdvk"
author="CrispyPin"
version="0.1.0"
script="gdvk_plugin.gd"

View file

@ -4,10 +4,19 @@ Changes to the Godot OpenVR asset
Note, version numbers listed here are the version number assigned to the asset. Each time a new version is uploaded to the asset store we will increase the version number.
More frequent updates may be available on the source repository.
1.1.0 - In progress
-------------------
- Build for Godot 3.2
- Added support for actions
- Added support for request play area
- Added skeleton support (finger tracking)
1.0.5 - 1 March 2019
--------------------
- Now using OpenVR 1.9.16
- Added support for overlays
- Proper asynchronious loading of controller meshes and textures
- Rewrite to using godot_cpp classes
1.0.4 - 27 March 2019
---------------------

View file

@ -0,0 +1,25 @@
tool
extends EditorPlugin
var export_plugin
func _enter_tree():
# Initialization of the plugin goes here
export_plugin = preload("res://addons/godot-openvr/OpenVRExportPlugin.gd")
if export_plugin:
# print("Loaded res://addons/godot-openvr/OpenVRExportPlugin.gd")
export_plugin = export_plugin.new()
if export_plugin:
# print("New res://addons/godot-openvr/OpenVRExportPlugin.gd")
add_export_plugin(export_plugin)
# else:
# print("Failed to instance res://addons/godot-openvr/OpenVRExportPlugin.gd")
#else:
# print("Failed to load res://addons/godot-openvr/OpenVRExportPlugin.gd")
func _exit_tree():
# Clean-up of the plugin goes here
if export_plugin:
remove_export_plugin(export_plugin)

View file

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/godot_openvr.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "OpenVRAction"
class_name = "OpenVRAction"
library = ExtResource( 1 )

View file

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/godot_openvr.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "OpenVRController"
class_name = "OpenVRController"
library = ExtResource( 1 )

View file

@ -0,0 +1,40 @@
tool
extends EditorExportPlugin
func _export_begin(features: PoolStringArray, is_debug: bool, path: String, flags: int ):
var dir = Directory.new()
# we just want the path
var export_to = path.get_base_dir() + "/actions/"
# now determine which action files to export
var export_from = ""
if dir.file_exists("res://actions/actions.json"):
export_from = "res://actions/"
elif dir.file_exists("res://addons/godot-openvr/actions/actions.json"):
export_from = "res://addons/godot-openvr/actions/"
else:
print("WARNING: Couldn't locate actions files to export")
return
# print("Exporting " + export_from +" to " + export_to)
if !dir.dir_exists(export_to):
dir.make_dir(export_to)
if dir.open(export_from) == OK:
dir.list_dir_begin(true, true)
var filename = dir.get_next()
while filename != "":
# print("Copy " + filename)
dir.copy(export_from + filename, export_to + filename)
filename = dir.get_next()
dir.list_dir_end()
#func _export_end():
# print("Export ended")
#func _export_file(path: String, type: String, features: PoolStringArray):
# print("Export " + path)

View file

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/godot_openvr.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "OpenVRHaptics"
class_name = "OpenVRHaptics"
library = ExtResource( 1 )

View file

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/godot_openvr.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "OpenVRPose"
class_name = "OpenVRPose"
library = ExtResource( 1 )

View file

@ -0,0 +1,10 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/godot_openvr.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "OpenVRSkeleton"
class_name = "OpenVRSkeleton"
library = ExtResource( 1 )
_sections_unfolded = [ "Resource" ]

View file

@ -0,0 +1,107 @@
{
"action_set" : [
{
"name" : "/actions/godot",
"usage" : "leftright"
}
],
"actions" : [
{
"name" : "/actions/godot/in/trigger",
"requirement" : "mandatory",
"type" : "boolean"
},
{
"name" : "/actions/godot/in/analog_trigger",
"requirement" : "suggested",
"type" : "vector1"
},
{
"name" : "/actions/godot/in/grip",
"requirement" : "suggested",
"type" : "boolean"
},
{
"name" : "/actions/godot/in/analog_grip",
"requirement" : "suggested",
"type" : "vector1"
},
{
"name" : "/actions/godot/in/analog",
"requirement" : "suggested",
"type" : "vector2"
},
{
"name" : "/actions/godot/in/analog_click",
"requirement" : "suggested",
"type" : "boolean"
},
{
"name" : "/actions/godot/in/button_ax",
"requirement" : "optional",
"type" : "boolean"
},
{
"name" : "/actions/godot/in/button_by",
"requirement" : "optional",
"type" : "boolean"
},
{
"name" : "/actions/godot/out/haptic",
"requirement" : "optional",
"type" : "vibration"
},
{
"name": "/actions/godot/in/left_hand",
"type": "skeleton",
"skeleton": "/skeleton/hand/left"
},
{
"name": "/actions/godot/in/right_hand",
"type": "skeleton",
"skeleton": "/skeleton/hand/right"
} ],
"default_bindings" : [
{
"binding_url" : "bindings_index_controller.json",
"controller_type" : "knuckles"
},
{
"binding_url" : "bindings_oculus_touch.json",
"controller_type" : "oculus_touch"
},
{
"binding_url" : "bindings_vive_controller.json",
"controller_type" : "vive_controller"
},
{
"binding_url" : "bindings_holographic_controller.json",
"controller_type" : "holographic_controller"
},
{
"binding_url" : "bindings_generic.json",
"controller_type" : "generic"
},
{
"binding_url" : "bindings_gamepad.json",
"controller_type" : "gamepad"
}
],
"localization" : [
{
"/actions/godot" : "Godot actions",
"/actions/godot/in/analog" : "Analog Input",
"/actions/godot/in/analog_click" : "Analog Click",
"/actions/godot/in/analog_grip" : "Analog Grip",
"/actions/godot/in/analog_trigger" : "Analog Trigger",
"/actions/godot/in/button_ax" : "A/X Button",
"/actions/godot/in/button_by" : "B/Y Button",
"/actions/godot/in/grip" : "Grip",
"/actions/godot/in/trigger" : "Trigger",
"/actions/godot/out/haptic" : "Haptic Feedback",
"/actions/godot/in/left_hand" : "Left hand",
"/actions/godot/in/right_hand" : "Right hand",
"language_tag" : "en_US"
}
]
}

View file

@ -0,0 +1,112 @@
{
"action_manifest_version" : 0,
"alias_info" : {},
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/left/input/trackpad"
},
{
"inputs" : {
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/right/input/trackpad"
},
{
"inputs" : {
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/gamepad/input/trigger_right"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/gamepad/input/shoulder_right"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/gamepad/input/joystick_right"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "gamepad",
"description" : "Bindings for the Godot OpenVR plugin for a generic controller",
"name" : "Godot bindings for Gamepad",
"options" : {
"returnBindingsWithRightHand" : true
},
"simulated_actions" : []
}

View file

@ -0,0 +1,75 @@
{
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/left/input/trackpad"
},
{
"inputs" : {
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/right/input/trackpad"
}
]
}
},
"controller_type" : "generic",
"description" : "Bindings for the Godot OpenVR plugin for a generic controller",
"name" : "Godot bindings for a generic controller"
}

View file

@ -0,0 +1,132 @@
{
"action_manifest_version" : 0,
"alias_info" : {},
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"skeleton" : [
{
"output" : "/actions/godot/in/left_hand",
"path" : "/user/hand/left/input/skeleton/left"
},
{
"output" : "/actions/godot/in/right_hand",
"path" : "/user/hand/right/input/skeleton/right"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"value" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "scalar_constant",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"value" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "scalar_constant",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/left/input/joystick"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/right/input/joystick"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "holographic_controller",
"description" : "Bindings for the Godot OpenVR plugin for Windows Mixed Reality Controller",
"name" : "Godot bindings for Windows Mixed Reality Controller",
"options" : {},
"simulated_actions" : []
}

View file

@ -0,0 +1,144 @@
{
"action_manifest_version" : 0,
"alias_info" : {},
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"skeleton" : [
{
"output" : "/actions/godot/in/left_hand",
"path" : "/user/hand/left/input/skeleton/left"
},
{
"output" : "/actions/godot/in/right_hand",
"path" : "/user/hand/right/input/skeleton/right"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/left/input/thumbstick"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/right/input/thumbstick"
},
{
"inputs" : {
"pull" : {
"output" : "/actions/godot/in/analog_grip"
},
"touch" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"pull" : {
"output" : "/actions/godot/in/analog_grip"
},
"touch" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_by"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/b"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_by"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/b"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_ax"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/a"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_ax"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/a"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "knuckles",
"description" : "Bindings for the Godot OpenVR plugin for an index controller",
"name" : "Godot bindings for an index controller",
"options" : {},
"simulated_actions" : []
}

View file

@ -0,0 +1,144 @@
{
"action_manifest_version" : 0,
"alias_info" : {},
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"skeleton" : [
{
"output" : "/actions/godot/in/left_hand",
"path" : "/user/hand/left/input/skeleton/left"
},
{
"output" : "/actions/godot/in/right_hand",
"path" : "/user/hand/right/input/skeleton/right"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/left/input/joystick"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_ax"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/x"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_by"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/y"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "joystick",
"path" : "/user/hand/right/input/joystick"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_ax"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/a"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/button_by"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/b"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
},
"pull" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
},
"pull" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/grip"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "oculus_touch",
"description" : "Bindings for the Godot OpenVR SDK plugin for the Oculus Touch",
"name" : "Godot bindings for Oculus Touch",
"options" : {},
"simulated_actions" : []
}

View file

@ -0,0 +1,120 @@
{
"action_manifest_version" : 0,
"alias_info" : {},
"bindings" : {
"/actions/godot" : {
"haptics" : [
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/left/output/haptic"
},
{
"output" : "/actions/godot/out/haptic",
"path" : "/user/hand/right/output/haptic"
}
],
"skeleton" : [
{
"output" : "/actions/godot/in/left_hand",
"path" : "/user/hand/left/input/skeleton/left"
},
{
"output" : "/actions/godot/in/right_hand",
"path" : "/user/hand/right/input/skeleton/right"
}
],
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/left/input/trackpad"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/analog_click"
},
"position" : {
"output" : "/actions/godot/in/analog"
}
},
"mode" : "trackpad",
"path" : "/user/hand/right/input/trackpad"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/grip"
}
},
"mode" : "button",
"path" : "/user/hand/right/input/grip"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/left/input/trigger"
},
{
"inputs" : {
"click" : {
"output" : "/actions/godot/in/trigger"
},
"pull" : {
"output" : "/actions/godot/in/analog_trigger"
}
},
"mode" : "trigger",
"path" : "/user/hand/right/input/trigger"
},
{
"inputs" : {
"value" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "scalar_constant",
"path" : "/user/hand/left/input/grip"
},
{
"inputs" : {
"value" : {
"output" : "/actions/godot/in/analog_grip"
}
},
"mode" : "scalar_constant",
"path" : "/user/hand/right/input/grip"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "vive_controller",
"description" : "Bindings for the Godot OpenVR SDK plugin for the Vive controller",
"name" : "Godot bindings for Vive Controller",
"options" : {},
"simulated_actions" : []
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

View file

Before

Width:  |  Height:  |  Size: 3.4 KiB

After

Width:  |  Height:  |  Size: 3.4 KiB

View file

@ -0,0 +1,7 @@
[plugin]
name="Godot OpenVR"
description="Godot OpenVR plugin"
author="Bastiaan Olij and contributors"
version="1.1.0"
script="EditorPlugin.gd"

View file

@ -0,0 +1,61 @@
[gd_scene load_steps=5 format=2]
[sub_resource type="PlaneMesh" id=1]
size = Vector2( 0.3, 0.15 )
subdivide_width = 10
subdivide_depth = 10
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
render_mode unshaded;
uniform sampler2D viewport_texture : hint_albedo;
void vertex() {
VERTEX.y = 1.0 - cos(VERTEX.x) * 0.5 - cos(VERTEX.z) * 0.5;
}
void fragment() {
vec4 col = texture(viewport_texture, vec2(1.0 - UV.x, UV.y));
ALBEDO = col.rgb;
ALPHA = col.a;
}
"
[sub_resource type="ShaderMaterial" id=3]
shader = SubResource( 2 )
[sub_resource type="GDScript" id=4]
script/source = "extends MeshInstance
func _ready():
get_surface_material(0).set_shader_param(\"viewport_texture\", $Viewport.get_texture())
func _process(delta):
$Viewport/Label.text = str(Engine.get_frames_per_second()) + \" FPS\"
"
[node name="FPS" type="MeshInstance"]
transform = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0 )
mesh = SubResource( 1 )
material/0 = SubResource( 3 )
script = SubResource( 4 )
[node name="Viewport" type="Viewport" parent="."]
size = Vector2( 200, 100 )
transparent_bg = true
hdr = false
usage = 0
render_target_update_mode = 3
[node name="Label" type="Label" parent="Viewport"]
anchor_right = 1.0
anchor_bottom = 1.0
rect_scale = Vector2( 3, 3 )
custom_colors/font_color = Color( 1, 1, 1, 1 )
custom_colors/font_color_shadow = Color( 0, 0, 0, 1 )
text = "FPS"
__meta__ = {
"_edit_use_anchors_": false
}

View file

@ -0,0 +1,32 @@
extends ARVRController
signal controller_activated(controller)
export var show_controller_mesh = true setget set_show_controller_mesh, get_show_controller_mesh
func set_show_controller_mesh(p_show):
show_controller_mesh = p_show
if $OVRRenderModel:
$OVRRenderModel.visible = p_show
func get_show_controller_mesh():
return show_controller_mesh
func _ready():
# set our starting vaule
$OVRRenderModel.visible = show_controller_mesh
# hide to begin with
visible = false
func _process(delta):
if !get_is_active():
visible = false
return
if visible:
return
# make it visible
visible = true
emit_signal("controller_activated", self)

View file

@ -0,0 +1,9 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_controller.gd" type="Script" id=1]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_render_model.tscn" type="PackedScene" id=2]
[node name="OVRController" type="ARVRController"]
script = ExtResource( 1 )
[node name="OVRRenderModel" parent="." instance=ExtResource( 2 )]

View file

@ -1,14 +1,10 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/vr-common/misc/VR_Common_Shader_Cache.tscn" type="PackedScene" id=1]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_shader_cache.tscn" type="PackedScene" id=1]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_controller.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_main.gd" type="Script" id=3]
[sub_resource type="PlaneMesh" id=1]
size = Vector2( 0.001, 0.001 )
[sub_resource type="SpatialMaterial" id=2]
[sub_resource type="GDScript" id=3]
[sub_resource type="GDScript" id=1]
script/source = "extends Spatial
func _physics_process(delta):
@ -28,6 +24,7 @@ func _physics_process(delta):
pass"
[node name="OVRFirstPerson" type="ARVROrigin"]
script = ExtResource( 3 )
[node name="ARVRCamera" type="ARVRCamera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.85, 0 )
@ -35,16 +32,11 @@ fov = 65.0
near = 0.01
far = 1000.01
[node name="shader_cache" parent="ARVRCamera" instance=ExtResource( 1 )]
[node name="Controller" type="MeshInstance" parent="ARVRCamera/shader_cache"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2 )
mesh = SubResource( 1 )
material/0 = SubResource( 2 )
[node name="ovr_shader_cache" parent="ARVRCamera" instance=ExtResource( 1 )]
[node name="HUD_Anchor" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.85, 0 )
script = SubResource( 3 )
script = SubResource( 1 )
[node name="Left_Hand" parent="." instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.25, 0 )
@ -52,4 +44,3 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.25, 0 )
[node name="Right_Hand" parent="." instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1.25, 0 )
controller_id = 2

View file

@ -0,0 +1,68 @@
extends ARVROrigin
# Add this script to your ARVROrigin node and it will initialise OpenVR for you automatically.
# Our plugin will now use the first actions.json found in the following locations
# 1) in the actions folder alongside the executable
# 2) in the actions folder within your project folder (i.e. "res://actions/actions.json")
# 3) in the actions folder within the plugin (i.e. "res://addons/godot-openvr/actions/actions.json")
# OpenVR can't read actions files within the exported datapack.
# The plugin always registers atleast one action set.
# If you have renamed this action set you can specify the name here
export (String) var default_action_set = "/actions/godot"
# If we render to a custom viewport give our node path here.
export (NodePath) var viewport = null
# Convenience setting for setting physics update rate to a multiple of our HMDs frame rate (set to 0 to ignore)
export var physics_factor = 2
var arvr_interface : ARVRInterface = null
var openvr_config = null
func get_openvr_config():
return openvr_config
func _ready():
# Load our config before we initialise
openvr_config = preload("res://addons/godot-openvr/OpenVRConfig.gdns");
if openvr_config:
print("Setup configuration")
openvr_config = openvr_config.new()
openvr_config.default_action_set = default_action_set
# Find the interface and initialise
arvr_interface = ARVRServer.find_interface("OpenVR")
if arvr_interface and arvr_interface.initialize():
# We can't query our HMDs refresh rate just yet so we hardcode this to 90
var refresh_rate = 90
# check our viewport
var vp : Viewport = null
if viewport:
vp = get_node(viewport)
if vp:
# We copy this, while the ARVRServer will resize the size of the viewport automatically
# it can't feed it back into the node.
vp.size = arvr_interface.get_render_targetsize()
# No viewport? get our main viewport
if !vp:
vp = get_viewport()
# switch to ARVR mode
vp.arvr = true
# keep linear color space, not needed and thus ignored with the GLES2 renderer
vp.keep_3d_linear = true
# make sure vsync is disabled or we'll be limited to 60fps
OS.vsync_enabled = false
if physics_factor > 0:
# Set our physics to a multiple of our refresh rate to get in sync with our rendering
Engine.iterations_per_second = refresh_rate * physics_factor

View file

@ -0,0 +1,53 @@
extends MeshInstance
var ovr_render_model
var ws = 0
var controller_is_loaded = false
func apply_world_scale():
var new_ws = ARVRServer.world_scale
if (ws != new_ws):
ws = new_ws
scale = Vector3(ws, ws, ws)
func _load_controller_mesh(controller_name):
if ovr_render_model.load_model(controller_name.substr(0, controller_name.length()-2)):
return ovr_render_model
if ovr_render_model.load_model("generic_controller"):
return ovr_render_model
return Mesh.new()
# Called when the node enters the scene tree for the first time.
func _ready():
# instance our render model object
ovr_render_model = preload("res://addons/godot-openvr/OpenVRRenderModel.gdns").new()
# we haven't loaded it
controller_is_loaded = false
func _process(delta):
var controller = get_parent();
if !controller is ARVRController:
return
if !controller.get_is_active():
if controller_is_loaded:
mesh = Mesh.new()
controller_is_loaded = false
return
# always set our world scale, user may end up changing this
apply_world_scale()
if controller_is_loaded:
return
# became active? lets handle it...
var controller_name = controller.get_controller_name()
print("Controller " + controller_name + " became active")
# attempt to load a mesh for this
mesh = _load_controller_mesh(controller_name)
controller_is_loaded = true

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_render_model.gd" type="Script" id=1]
[node name="OVRRenderModel" type="MeshInstance"]
script = ExtResource( 1 )

View file

@ -0,0 +1,10 @@
extends Spatial
var countdown = 2
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
countdown = countdown - 1
if countdown == 0:
visible = false
set_process(false)

View file

@ -0,0 +1,16 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/godot-openvr/scenes/ovr_shader_cache.gd" type="Script" id=1]
[sub_resource type="PlaneMesh" id=1]
size = Vector2( 0.001, 0.001 )
[sub_resource type="SpatialMaterial" id=2]
[node name="ovr_shader_cache" type="Spatial"]
script = ExtResource( 1 )
[node name="Controller" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2 )
mesh = SubResource( 1 )
material/0 = SubResource( 2 )

View file

@ -0,0 +1,68 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://addons/openvr_overlay/overlay_instance.gd" type="Script" id=1]
[ext_resource path="res://addons/openvr_overlay/OverlayInteraction.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/godot-openvr/OpenVROverlay.gdns" type="Script" id=3]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 0, 1, 1, 0.231373 )
border_width_left = 24
border_width_top = 24
border_width_right = 24
border_width_bottom = 24
border_color = Color( 0, 0.784314, 1, 0.611765 )
[sub_resource type="ViewportTexture" id=2]
flags = 4
viewport_path = NodePath("OverlayViewport")
[node name="OverlayInstance" type="Spatial"]
script = ExtResource( 1 )
[node name="OverlayViewport" type="Viewport" parent="."]
size = Vector2( 2048, 2048 )
transparent_bg = true
hdr = false
disable_3d = true
usage = 0
render_target_update_mode = 3
shadow_atlas_quad_0 = 0
shadow_atlas_quad_1 = 0
shadow_atlas_quad_2 = 0
shadow_atlas_quad_3 = 0
[node name="Container" type="Control" parent="OverlayViewport"]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Selected" type="Panel" parent="OverlayViewport"]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
custom_styles/panel = SubResource( 1 )
[node name="VROverlayViewport" type="Viewport" parent="."]
size = Vector2( 100, 100 )
transparent_bg = true
handle_input_locally = false
hdr = false
disable_3d = true
usage = 0
render_target_update_mode = 3
shadow_atlas_quad_0 = 0
shadow_atlas_quad_1 = 0
shadow_atlas_quad_2 = 0
shadow_atlas_quad_3 = 0
script = ExtResource( 3 )
overlay_width_in_meters = 0.4
[node name="TextureRect" type="TextureRect" parent="VROverlayViewport"]
anchor_right = 1.0
anchor_bottom = 1.0
texture = SubResource( 2 )
expand = true
stretch_mode = 5
flip_v = true
[node name="OverlayInteraction" parent="." instance=ExtResource( 2 )]

View file

@ -0,0 +1,24 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/openvr_overlay/interaction/overlay_interaction.gd" type="Script" id=1]
[ext_resource path="res://addons/openvr_overlay/interaction/OverlayArea.tscn" type="PackedScene" id=2]
[node name="OverlayInteraction" type="Node"]
script = ExtResource( 1 )
[node name="VR" type="ARVROrigin" parent="."]
[node name="left" type="ARVRController" parent="VR"]
[node name="right" type="ARVRController" parent="VR"]
controller_id = 2
[node name="head" type="ARVRCamera" parent="VR"]
visible = false
[node name="OverlayArea" parent="." instance=ExtResource( 2 )]
[connection signal="button_pressed" from="VR/left" to="." method="_on_LeftHand_button_pressed"]
[connection signal="button_release" from="VR/left" to="." method="_on_LeftHand_button_release"]
[connection signal="button_pressed" from="VR/right" to="." method="_on_RightHand_button_pressed"]
[connection signal="button_release" from="VR/right" to="." method="_on_RightHand_button_release"]

View file

@ -0,0 +1,25 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/openvr_overlay/interaction/HandCollider.tscn" type="PackedScene" id=1]
[node name="OverlayInteractionRoot" type="Node"]
[node name="VR" type="ARVROrigin" parent="."]
[node name="left" type="ARVRController" parent="VR"]
[node name="HandCollider" parent="VR/left" groups=[
"left",
] instance=ExtResource( 1 )]
collision_layer = 20
[node name="right" type="ARVRController" parent="VR"]
controller_id = 2
[node name="HandCollider" parent="VR/right" groups=[
"right",
] instance=ExtResource( 1 )]
collision_layer = 10
[node name="head" type="ARVRCamera" parent="VR"]
visible = false

View file

@ -0,0 +1,23 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/openvr_overlay/interaction/cursor.png" type="Texture" id=1]
[node name="Cursor" type="Control"]
margin_right = 1024.0
margin_bottom = 600.0
mouse_filter = 2
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TextureRect" type="TextureRect" parent="."]
margin_left = -70.0
margin_top = -70.0
margin_right = 70.0
margin_bottom = 70.0
mouse_filter = 2
texture = ExtResource( 1 )
expand = true
__meta__ = {
"_edit_use_anchors_": false
}

View file

@ -0,0 +1,13 @@
[gd_scene load_steps=2 format=2]
[sub_resource type="SphereShape" id=1]
margin = 0.001
radius = 0.01
[node name="HandCollider" type="Area"]
monitoring = false
collision_layer = 30
collision_mask = 0
[node name="Collision" type="CollisionShape" parent="."]
shape = SubResource( 1 )

View file

@ -0,0 +1,27 @@
[gd_scene load_steps=3 format=2]
[sub_resource type="BoxShape" id=1]
resource_local_to_scene = true
extents = Vector3( 0.2, 0.2, 0.1 )
[sub_resource type="BoxShape" id=2]
resource_local_to_scene = true
extents = Vector3( 0.2, 0.2, 0.01 )
[node name="OverlayArea" type="Spatial"]
[node name="AreaNear" type="Area" parent="."]
monitorable = false
collision_layer = 0
collision_mask = 6
[node name="CollisionShape" type="CollisionShape" parent="AreaNear"]
shape = SubResource( 1 )
[node name="AreaTouch" type="Area" parent="."]
monitorable = false
collision_layer = 0
collision_mask = 24
[node name="CollisionShape" type="CollisionShape" parent="AreaTouch"]
shape = SubResource( 2 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 90 B

View file

@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/zx_widget.png-b7f8f97d1c970429dd17d72af3b467a5.stex"
path="res://.import/cursor.png-7f24cea8864d49e2d004ac92503853e7.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://overlays/xyz_widget/zx_widget.png"
dest_files=[ "res://.import/zx_widget.png-b7f8f97d1c970429dd17d72af3b467a5.stex" ]
source_file="res://addons/openvr_overlay/interaction/cursor.png"
dest_files=[ "res://.import/cursor.png-7f24cea8864d49e2d004ac92503853e7.stex" ]
[params]

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/openvr_overlay/interaction/mod/clickable.gd" type="Script" id=1]
[node name="Clickable" type="Node"]
script = ExtResource( 1 )

Some files were not shown because too many files have changed in this diff Show more