diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/joint_3d.cpp | 17 | ||||
-rw-r--r-- | scene/3d/light_3d.cpp | 67 | ||||
-rw-r--r-- | scene/3d/light_3d.h | 16 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 60 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 6 | ||||
-rw-r--r-- | scene/3d/sprite_3d.cpp | 10 | ||||
-rw-r--r-- | scene/3d/xr_nodes.cpp | 21 | ||||
-rw-r--r-- | scene/3d/xr_nodes.h | 3 |
8 files changed, 133 insertions, 67 deletions
diff --git a/scene/3d/joint_3d.cpp b/scene/3d/joint_3d.cpp index 36abd0a5c5..ce7c0d8292 100644 --- a/scene/3d/joint_3d.cpp +++ b/scene/3d/joint_3d.cpp @@ -124,7 +124,7 @@ void Joint3D::set_node_a(const NodePath &p_node_a) { return; } - if (joint.is_valid()) { + if (is_configured()) { _disconnect_signals(); } @@ -141,7 +141,7 @@ void Joint3D::set_node_b(const NodePath &p_node_b) { return; } - if (joint.is_valid()) { + if (is_configured()) { _disconnect_signals(); } @@ -166,15 +166,18 @@ int Joint3D::get_solver_priority() const { void Joint3D::_notification(int p_what) { switch (p_what) { - case NOTIFICATION_READY: { + case NOTIFICATION_POST_ENTER_TREE: { + if (is_configured()) { + _disconnect_signals(); + } _update_joint(); } break; case NOTIFICATION_EXIT_TREE: { - if (joint.is_valid()) { + if (is_configured()) { _disconnect_signals(); - _update_joint(true); } + _update_joint(true); } break; } } @@ -183,6 +186,10 @@ void Joint3D::set_exclude_nodes_from_collision(bool p_enable) { if (exclude_from_collision == p_enable) { return; } + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(true); exclude_from_collision = p_enable; _update_joint(); } diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index b2e605a262..0dd3fc8a23 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -74,6 +74,43 @@ bool Light3D::is_negative() const { return negative; } +void Light3D::set_enable_distance_fade(bool p_enable) { + distance_fade_enabled = p_enable; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); + notify_property_list_changed(); +} + +bool Light3D::is_distance_fade_enabled() const { + return distance_fade_enabled; +} + +void Light3D::set_distance_fade_begin(real_t p_distance) { + distance_fade_begin = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_begin() const { + return distance_fade_begin; +} + +void Light3D::set_distance_fade_shadow(real_t p_distance) { + distance_fade_shadow = p_distance; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_shadow() const { + return distance_fade_shadow; +} + +void Light3D::set_distance_fade_length(real_t p_length) { + distance_fade_length = p_length; + RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length); +} + +real_t Light3D::get_distance_fade_length() const { + return distance_fade_length; +} + void Light3D::set_cull_mask(uint32_t p_cull_mask) { cull_mask = p_cull_mask; RS::get_singleton()->light_set_cull_mask(light, p_cull_mask); @@ -195,7 +232,7 @@ bool Light3D::is_editor_only() const { } void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur")) { + if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) { property.usage = PROPERTY_USAGE_NO_EDITOR; } @@ -203,6 +240,11 @@ void Light3D::_validate_property(PropertyInfo &property) const { // Angular distance is only used in DirectionalLight3D. property.usage = PROPERTY_USAGE_NONE; } + + if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length")) { + property.usage = PROPERTY_USAGE_NO_EDITOR; + } + VisualInstance3D::_validate_property(property); } @@ -222,6 +264,18 @@ void Light3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask); ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask); + ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade); + ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled); + + ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin); + ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin); + + ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow); + ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow); + + ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length); + ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length); + ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color); @@ -257,6 +311,11 @@ void Light3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR); + ADD_GROUP("Distance Fade", "distance_fade_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_begin", "get_distance_fade_begin"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_shadow", "get_distance_fade_shadow"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater"), "set_distance_fade_length", "get_distance_fade_length"); ADD_GROUP("Editor", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only"); ADD_GROUP("", ""); @@ -391,6 +450,12 @@ void DirectionalLight3D::_validate_property(PropertyInfo &property) const { property.usage = PROPERTY_USAGE_NONE; } + if (property.name == "distance_fade_enabled" || property.name == "distance_fade_begin" || property.name == "distance_fade_shadow" || property.name == "distance_fade_length") { + // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights. + // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead. + property.usage = PROPERTY_USAGE_NONE; + } + Light3D::_validate_property(property); } diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h index d5d2aee43d..21d785e2f7 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -75,6 +75,10 @@ private: bool negative = false; bool reverse_cull = false; uint32_t cull_mask = 0; + bool distance_fade_enabled = false; + real_t distance_fade_begin = 40.0; + real_t distance_fade_shadow = 50.0; + real_t distance_fade_length = 10.0; RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL; bool editor_only = false; void _update_visibility(); @@ -107,6 +111,18 @@ public: void set_negative(bool p_enable); bool is_negative() const; + void set_enable_distance_fade(bool p_enable); + bool is_distance_fade_enabled() const; + + void set_distance_fade_begin(real_t p_distance); + real_t get_distance_fade_begin() const; + + void set_distance_fade_shadow(real_t p_distance); + real_t get_distance_fade_shadow() const; + + void set_distance_fade_length(real_t p_length); + real_t get_distance_fade_length() const; + void set_cull_mask(uint32_t p_cull_mask); uint32_t get_cull_mask() const; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index c6d7e1df86..25411e54c0 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1169,7 +1169,7 @@ bool CharacterBody3D::move_and_slide() { for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { - motion_velocity[i] = 0.0; + velocity[i] = 0.0; } } @@ -1239,7 +1239,7 @@ bool CharacterBody3D::move_and_slide() { if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) { current_platform_velocity = current_platform_velocity.slide(up_direction); } - motion_velocity += current_platform_velocity; + velocity += current_platform_velocity; } } @@ -1247,7 +1247,7 @@ bool CharacterBody3D::move_and_slide() { } void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { - Vector3 motion = motion_velocity * p_delta; + Vector3 motion = velocity * p_delta; Vector3 motion_slide_up = motion.slide(up_direction); Vector3 prev_floor_normal = floor_normal; @@ -1267,7 +1267,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // If the platform's ceiling push down the body. bool apply_ceiling_velocity = false; bool first_slide = true; - bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; + bool vel_dir_facing_up = velocity.dot(up_direction) > 0; Vector3 total_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { @@ -1287,26 +1287,26 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo CollisionState result_state; _set_collision_direction(result, result_state); - // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { apply_ceiling_velocity = true; Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); - Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity); if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { - motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + velocity = ceiling_vertical_velocity + velocity.slide(up_direction); } } } - if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { + if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { Transform3D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.origin -= result.travel; } set_global_transform(gt); - motion_velocity = Vector3(); + velocity = Vector3(); motion = Vector3(); last_motion = Vector3(); break; @@ -1367,11 +1367,11 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Scales the horizontal velocity according to the wall slope. if (vel_dir_facing_up) { - Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal); - // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection. - motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction); + Vector3 slide_motion = velocity.slide(result.collisions[0].normal); + // Keeps the vertical motion from velocity and add the horizontal motion of the projection. + velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); } else { - motion_velocity = motion_velocity.slide(forward); + velocity = velocity.slide(forward); } // Allow only lateral motion along previous floor when already on floor. @@ -1401,7 +1401,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (stop_all_motion) { motion = Vector3(); - motion_velocity = Vector3(); + velocity = Vector3(); } } } @@ -1412,7 +1412,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); if (motion_angle < wall_min_slide_angle) { motion = up_direction * motion.dot(up_direction); - motion_velocity = up_direction * motion_velocity.dot(up_direction); + velocity = up_direction * velocity.dot(up_direction); apply_default_sliding = false; } @@ -1437,7 +1437,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo slide_motion *= motion_length; } - if (slide_motion.dot(motion_velocity) > 0.0) { + if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector3(); @@ -1446,10 +1446,10 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (slide_on_ceiling && result_state.ceiling) { // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. if (vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(collision.normal); + velocity = velocity.slide(collision.normal); } else { // Avoid acceleration in slope when falling. - motion_velocity = up_direction * up_direction.dot(motion_velocity); + velocity = up_direction * up_direction.dot(velocity); } } } @@ -1457,7 +1457,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo else { motion = result.remainder; if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(up_direction); + velocity = velocity.slide(up_direction); motion = motion.slide(up_direction); } } @@ -1502,12 +1502,12 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Reset the gravity accumulation when touching the ground. if (collision_state.floor && !vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(up_direction); + velocity = velocity.slide(up_direction); } } void CharacterBody3D::_move_and_slide_floating(double p_delta) { - Vector3 motion = motion_velocity * p_delta; + Vector3 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); @@ -1534,7 +1534,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { break; } - if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector3(); if (result.travel.length() < margin + CMP_EPSILON) { Transform3D gt = get_global_transform(); @@ -1548,7 +1548,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { motion = result.remainder.slide(wall_normal); } - if (motion.dot(motion_velocity) <= 0.0) { + if (motion.dot(velocity) <= 0.0) { motion = Vector3(); } } @@ -1723,12 +1723,12 @@ real_t CharacterBody3D::get_safe_margin() const { return margin; } -const Vector3 &CharacterBody3D::get_motion_velocity() const { - return motion_velocity; +const Vector3 &CharacterBody3D::get_velocity() const { + return velocity; } -void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) { - motion_velocity = p_velocity; +void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { + velocity = p_velocity; } bool CharacterBody3D::is_on_floor() const { @@ -1943,8 +1943,8 @@ void CharacterBody3D::_notification(int p_what) { void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); - ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity); - ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity); + ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity); + ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); @@ -1997,7 +1997,7 @@ void CharacterBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); ADD_GROUP("Floor", "floor_"); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 67dc7382c3..0f753fef76 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -354,8 +354,8 @@ public: }; bool move_and_slide(); - const Vector3 &get_motion_velocity() const; - void set_motion_velocity(const Vector3 &p_velocity); + const Vector3 &get_velocity() const; + void set_velocity(const Vector3 &p_velocity); bool is_on_floor() const; bool is_on_floor_only() const; @@ -416,7 +416,7 @@ private: real_t floor_max_angle = Math::deg2rad((real_t)45.0); real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0); Vector3 up_direction = Vector3(0.0, 1.0, 0.0); - Vector3 motion_velocity; + Vector3 velocity; Vector3 floor_normal; Vector3 wall_normal; Vector3 ceiling_normal; diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp index b9fb3e9287..ce281c79bc 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -1019,14 +1019,14 @@ void AnimatedSprite3D::_notification(int p_what) { return; } - float speed = frames->get_animation_speed(animation); - if (speed == 0) { - return; //do nothing - } - double remaining = get_process_delta_time(); while (remaining) { + double speed = frames->get_animation_speed(animation); + if (speed == 0) { + return; // Do nothing. + } + if (timeout <= 0) { timeout = 1.0 / speed; diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp index b18819c920..efae81e048 100644 --- a/scene/3d/xr_nodes.cpp +++ b/scene/3d/xr_nodes.cpp @@ -448,11 +448,6 @@ void XRController3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_tracker_hand"), &XRController3D::get_tracker_hand); - ClassDB::bind_method(D_METHOD("get_rumble"), &XRController3D::get_rumble); - ClassDB::bind_method(D_METHOD("set_rumble", "rumble"), &XRController3D::set_rumble); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rumble", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_rumble", "get_rumble"); - ADD_PROPERTY_DEFAULT("rumble", 0.0); - ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::STRING, "name"))); ADD_SIGNAL(MethodInfo("button_released", PropertyInfo(Variant::STRING, "name"))); ADD_SIGNAL(MethodInfo("input_value_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value"))); @@ -558,20 +553,6 @@ Vector2 XRController3D::get_axis(const StringName &p_name) const { } } -real_t XRController3D::get_rumble() const { - if (!tracker.is_valid()) { - return 0.0; - } - - return tracker->get_rumble(); -} - -void XRController3D::set_rumble(real_t p_rumble) { - if (tracker.is_valid()) { - tracker->set_rumble(p_rumble); - } -} - XRPositionalTracker::TrackerHand XRController3D::get_tracker_hand() const { // get our XRServer if (!tracker.is_valid()) { @@ -612,7 +593,7 @@ TypedArray<String> XROrigin3D::get_configuration_warnings() const { } } - bool xr_enabled = GLOBAL_GET("rendering/xr/enabled"); + bool xr_enabled = GLOBAL_GET("xr/shaders/enabled"); if (!xr_enabled) { warnings.push_back(TTR("XR is not enabled in rendering project settings. Stereoscopic output is not supported unless this is enabled.")); } diff --git a/scene/3d/xr_nodes.h b/scene/3d/xr_nodes.h index 5675cbd944..3079e20dc7 100644 --- a/scene/3d/xr_nodes.h +++ b/scene/3d/xr_nodes.h @@ -139,9 +139,6 @@ public: float get_value(const StringName &p_name) const; Vector2 get_axis(const StringName &p_name) const; - real_t get_rumble() const; - void set_rumble(real_t p_rumble); - XRPositionalTracker::TrackerHand get_tracker_hand() const; XRController3D() {} |