diff options
Diffstat (limited to 'servers/xr_server.h')
-rw-r--r-- | servers/xr_server.h | 26 |
1 files changed, 12 insertions, 14 deletions
diff --git a/servers/xr_server.h b/servers/xr_server.h index 48d73cac9a..d9188d2de1 100644 --- a/servers/xr_server.h +++ b/servers/xr_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,8 +41,6 @@ class XRInterface; class XRPositionalTracker; /** - @author Bastiaan Olij <mux213@gmail.com> - The XR server is a singleton object that gives access to the various objects and SDKs that are available on the system. Because there can be multiple SDKs active this is exposed as an array @@ -86,10 +84,6 @@ private: Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */ Transform3D reference_frame; /* our reference frame */ - uint64_t last_process_usec; /* for frame timing, usec when we did our processing */ - uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */ - uint64_t last_frame_usec; /* time it took between process and committing, we should probably average this over the last x frames */ - protected: static XRServer *singleton; @@ -177,12 +171,16 @@ public: PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; // Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE? - uint64_t get_last_process_usec(); - uint64_t get_last_commit_usec(); - uint64_t get_last_frame_usec(); - + // Process is called before we handle our physics process and game process. This is where our interfaces will update controller data and such. void _process(); - void _mark_commit(); + + // Pre-render is called right before we're rendering our viewports. + // This is where interfaces such as OpenVR and OpenXR will update positioning data. + // Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate. + void pre_render(); + + // End-frame is called right after Godot has finished its rendering bits. + void end_frame(); XRServer(); ~XRServer(); @@ -193,4 +191,4 @@ public: VARIANT_ENUM_CAST(XRServer::TrackerType); VARIANT_ENUM_CAST(XRServer::RotationMode); -#endif +#endif // XR_SERVER_H |