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- extends Node3D
- signal focus_lost
- signal focus_gained
- signal pose_recentered
- @export var maximum_refresh_rate : int = 90
- var xr_interface : OpenXRInterface
- var xr_is_focussed = false
- # Called when the node enters the scene tree for the first time.
- func _ready():
- xr_interface = XRServer.find_interface("OpenXR")
- if xr_interface and xr_interface.is_initialized():
- print("OpenXR instantiated successfully.")
- var vp : Viewport = get_viewport()
- # Enable XR on our viewport
- vp.use_xr = true
- # Make sure v-sync is off, v-sync is handled by OpenXR
- DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
- # Connect the OpenXR events
- xr_interface.connect("session_begun", _on_openxr_session_begun)
- xr_interface.connect("session_visible", _on_openxr_visible_state)
- xr_interface.connect("session_focussed", _on_openxr_focused_state)
- xr_interface.connect("session_stopping", _on_openxr_stopping)
- xr_interface.connect("pose_recentered", _on_openxr_pose_recentered)
- else:
- # We couldn't start OpenXR.
- print("OpenXR not instantiated!")
- get_tree().quit()
- # Handle OpenXR session ready
- func _on_openxr_session_begun() -> void:
- # Get the reported refresh rate
- var current_refresh_rate = xr_interface.get_display_refresh_rate()
- if current_refresh_rate > 0:
- print("OpenXR: Refresh rate reported as ", str(current_refresh_rate))
- else:
- print("OpenXR: No refresh rate given by XR runtime")
- # See if we have a better refresh rate available
- var new_rate = current_refresh_rate
- var available_rates : Array = xr_interface.get_available_display_refresh_rates()
- if available_rates.size() == 0:
- print("OpenXR: Target does not support refresh rate extension")
- elif available_rates.size() == 1:
- # Only one available, so use it
- new_rate = available_rates[0]
- else:
- for rate in available_rates:
- if rate > new_rate and rate <= maximum_refresh_rate:
- new_rate = rate
- # Did we find a better rate?
- if current_refresh_rate != new_rate:
- print("OpenXR: Setting refresh rate to ", str(new_rate))
- xr_interface.set_display_refresh_rate(new_rate)
- current_refresh_rate = new_rate
- # Now match our physics rate
- Engine.physics_ticks_per_second = current_refresh_rate
- # Handle OpenXR visible state
- func _on_openxr_visible_state() -> void:
- # We always pass this state at startup,
- # but the second time we get this it means our player took off their headset
- if xr_is_focussed:
- print("OpenXR lost focus")
- xr_is_focussed = false
- # pause our game
- process_mode = Node.PROCESS_MODE_DISABLED
- emit_signal("focus_lost")
- # Handle OpenXR focused state
- func _on_openxr_focused_state() -> void:
- print("OpenXR gained focus")
- xr_is_focussed = true
- # unpause our game
- process_mode = Node.PROCESS_MODE_INHERIT
- emit_signal("focus_gained")
- # Handle OpenXR stopping state
- func _on_openxr_stopping() -> void:
- # Our session is being stopped.
- print("OpenXR is stopping")
- # Handle OpenXR pose recentered signal
- func _on_openxr_pose_recentered() -> void:
- # User recentered view, we have to react to this by recentering the view.
- # This is game implementation dependent.
- emit_signal("pose_recentered")
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