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path: root/modules/mobile_vr/mobile_vr_interface.cpp
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2022-11-02Style: Misc docs and comment style and language fixesRémi Verschelde
- Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-05-03Rename Basis get_axis to get_column, remove redundant methodsAaron Franke
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-01-26Improve XRInterface hooks into renderingBastiaan Olij
2022-01-20Adding a tracking confidence state to XRPoseBastiaan Olij
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-19Add support for returning the play area from XRInterfaceBastiaan Olij
2021-10-17Rework XR positional trackersBastiaan Olij
2021-09-21Change to using doubles in XR classesBastiaan Olij
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-05-19Style: Fix unnecessary semicolons that confused clang-formatRémi Verschelde
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-04-27Send notifications to ARVRInterfacesBastiaan Olij
2019-04-10Added eye_height, changed description and fixed size of viewport issueBastiaan Olij
2019-02-12Drivers, main, servers: Ensure classes match their header filenameRémi Verschelde
Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-10-03Fix warnings in Android platformRémi Verschelde
Fixes the following Clang 7 warnings: ``` platform/android/os_android.h:240:16: warning: 'OS_Android::native_video_play' hides overloaded virtual function [-Woverloaded-virtual] platform/android/os_android.h:241:15: warning: 'OS_Android::native_video_is_playing' hides overloaded virtual function [-Woverloaded-virtual] platform/android/audio_driver_opensl.cpp:104:3: warning: suggest braces around initialization of subobject [-Wmissing-braces] platform/android/audio_driver_opensl.cpp:129:10: warning: unused variable 'numOutputs' [-Wunused-variable] platform/android/audio_driver_opensl.cpp:130:11: warning: unused variable 'deviceID' [-Wunused-variable] platform/android/java_glue.cpp:795:10: warning: unused variable 'clsio' [-Wunused-variable] platform/android/java_glue.cpp:890:12: warning: unused variable 'gob' [-Wunused-variable] platform/android/java_glue.cpp:592:13: warning: unused variable 'resized' [-Wunused-variable] platform/android/java_glue.cpp:593:13: warning: unused variable 'resized_reload' [-Wunused-variable] modules/mobile_vr/mobile_vr_interface.cpp:401:8: warning: unused variable 'aspect_ratio' [-Wunused-variable] drivers/unix/dir_access_unix.cpp:394:2: warning: THIS IS BROKEN [-W#warnings] ```
2018-10-02Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij
2018-09-25Server platform builds (dummy) mobile_vr module.Fabio Alessandrelli
Protect GL functions in mobile_vr with ifdefs.
2018-08-16Delay initialising lens distortion shader so GLES2 doesn't crashBastiaan Olij
2018-07-27Reenabled module and fixed missing constBastiaan Olij