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-rw-r--r--servers/arvr_server.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/servers/arvr_server.h b/servers/arvr_server.h
index fd7c5470c3..06e0a4561c 100644
--- a/servers/arvr_server.h
+++ b/servers/arvr_server.h
@@ -88,7 +88,7 @@ protected:
public:
static ARVRServer *get_singleton();
- /*
+ /*
World scale allows you to specify a scale factor that is applied to all positioning vectors in our VR world in essence scaling up, or scaling down the world.
For stereoscopic rendering specifically this is very important to give an accurate sense of scale.
Add controllers into the mix and an accurate mapping of real world movement to percieved virtual movement becomes very important.
@@ -107,18 +107,18 @@ public:
actions be it straffing, teleporting, etc. Movement of the player by moving through the physical space is always tracked
in relation to this point.
- Note that the ARVROrigin spatial node in your scene automatically updates this property and it should be used instead of
+ Note that the ARVROrigin spatial node in your scene automatically updates this property and it should be used instead of
direct access to this property and it therefor is not available in GDScript
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
and in the virtual world out of sync
*/
Transform get_world_origin() const;
- void set_world_origin(const Transform p_origin);
+ void set_world_origin(const Transform p_world_origin);
/*
Requesting a reference frame results in a matrix being calculated that ensures the HMD is positioned to 0,0,0 facing 0,0,-1 (need to verify this direction)
- in the virtual world.
+ in the virtual world.
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
and in the virtual world out of sync
@@ -127,7 +127,7 @@ public:
void request_reference_frame(bool p_ignore_tilt, bool p_keep_height);
/*
- Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
+ Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
*/
void add_interface(const Ref<ARVRInterface> &p_interface);
void remove_interface(const Ref<ARVRInterface> &p_interface);
@@ -144,10 +144,10 @@ public:
void clear_primary_interface_if(const Ref<ARVRInterface> &p_primary_interface); /* this is automatically called if an interface destructs */
/*
- Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
+ Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
They are created and managed by our active AR/VR interfaces.
- Note that for trackers that
+ Note that for trackers that
*/
int get_free_tracker_id_for_type(TrackerType p_tracker_type);
void add_tracker(ARVRPositionalTracker *p_tracker);