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Feature/backend openxr pollevent #513

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merged 3 commits into from
Nov 10, 2022

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jackdaus
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@jackdaus jackdaus commented Nov 8, 2022

Implemented the Backend.OpenXR.PollEvent callback for #493! Let me know if you want me to make any changes or add any specific test(s).

It was pretty tricky figuring out the C#/C interop since I didn't have much experience with that, but I think I got it figured it out. I did some local testing, and adding/removing callbacks seems to work as expected.

I also wanted to make sure this PR would work with my larger goal of implementing the FBSpatialEntity extensions, so I got a little initial demo of that over here: https://github.com/jackdaus/StereoKit/tree/feature/fb_spatial_entity_ext. It's just got the initial create anchor extension working, but I am planning on implementing most of the other pieces of this extension soon (like storing and querying anchors). I could also make a PR with that branch eventually if you think it's worth adding to SK.

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maluoi commented Nov 8, 2022

Fantastic, this is looking really great! I'll have a few notes for you over on the code in a moment, and I'll try and give this a spin tomorrow :)

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jackdaus commented Nov 9, 2022

Added context to the callbacks! Just let me know if you want any other changes

@maluoi maluoi merged commit c2f09f2 into StereoKit:develop Nov 10, 2022
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maluoi commented Nov 10, 2022

Fantastic work once again! Thanks for this one, seems to work perfectly for me!

maluoi added a commit that referenced this pull request Nov 15, 2022
This update merges in some big changes to the way the C# build scripts work! This allows for switching between the Oculus and Standard OpenXR Loader (for those _not_ targeting Quest!), as well as lays the groundwork for the upcoming Maui based multi-target template. Some projects _may_ experience issues upgrading due to this, especially if using the Universal template. If you see this in your project, I'd love to know, notes at the bottom about that.

Here's the changelog:
- Added auto-copy of Assets folder <SKCopyAssets>true/false, <SKAssetFolder>path, and <SKAssetDestination>path
- Added auto-compile for shaders in the Assets folder.
- Added ability to switch between the standard and Oculus version of the OpenXR Loader, <SKOpenXRLoader>.
- Added support for multimaterial skinned meshes, thanks @holloway! #495
- Added `Tex.GenParticle`.
- Added `Mesh.GenerateCircle`, and added `doubleSided` to `Mesh.GeneratePlane`, thanks @jackdaus! #503
- Added `Backend.OpenXR.OnPollEvent` to allow for more OpenXR extension implementations, thanks @jackdaus! #513
- Added `UI.Toggle` overload with sprite arguments. #514
- Added IntPtr overloads for `Sound.Read/WriteSamples`.
- Removed Linux dependencies on libjsoncpp and libglew. #507 and #485
- Text material now uses DepthTest.LessEq, should help reduce z-fighting artifacts on far text.
- Cmake now works with Android, thanks @malek! #516
- Fixed an issue with a missing library on UWP ARM via cmake, #501
- Fixed an issue with parsing certain URIs in GLTF files.
- Fixed an issue with `Material.Copy` not copying material chaining.
- Fixed an issue with the simulated hand's wrist joint not matching real hand data.
- UI.Panel now uses the correct visual element. #484

Previously, asset copying was manually added to templates, this update adds some code that makes this no longer necessary. For existing projects, duplicate asset copying isn't a problem, but the Universal template did a bit extra in order to use a shared asset folder. Please see this branch of the Universal template for changes that you'll probably need!
https://github.com/StereoKit/SKTemplate-Universal/tree/feature/v0.3.7_Asset_Copy
@maluoi maluoi mentioned this pull request Sep 25, 2023
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2 participants