JVM OpenVR Wrapper (synchronized with 1.2.10)
OpenVR SDK
This is a kotlin wrapper of OpenVR, which is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository is an SDK that contains the API and samples. The runtime is under SteamVR in Tools on Steam.
Documentation
Documentation for the API is available on the Github Wiki
More information on OpenVR and SteamVR can be found on http://steamvr.com
Binding Features:
- original comments preserved and properly formatted
- direct fields, e.g:
var TrackedDevicePose.poseIsValid: Boolean
- enumerators for type safety, e.g:
var Texture.type: TextureType
- every struct method is offered also much more user friendly offering also full interoperability with glm,
getProjectionMatrix
returns, for example, directly a glmMat4
vrSystem.getProjectionMatrix(eye: VREye, nearZ: Float, farZ: Float, res: Mat4 = Mat4()): Mat4
that expects an EVREye
enumerator type for eEye
and returns directly a glm Mat4
. instead of:
VRSystem.VRSystem_GetProjectionMatrix(eEye: Int, fNearZ: Float, fNear: Float, __result: HmdMatrix44): HmdMatrix44
Or for example:
GetStringTrackedDeviceProperty.invoke(..): Int
where you are supposed to call it one first time to get the right size for the buffer to accommodate the char array for the string and then a second time to actually retrieve the string. You have the possibility to call directly
getStringTrackedDeviceProperty(..): String
that returns directly the resulting string, bringing down a lot of boilerplate code
- array classes
[]
operator, includedRenderModel_Vertex
- concise enumerators, e.g.
EVRComponentProperty.VRComponentProperty_IsStatic
isVRComponentProperty.IsStatic
-TO CHECKSteamVRListener
for event listener. Instantiate a class extending it, call.poll()
on it at the begin of each frame and override the corresponding methods you are looking for, such asbuttonPress(left: Boolean, button: EVRButtonId)
Sample:
You can find the OpenGL sample here
Contributions:
Don't hesitate to contribute to the project by submitting issues or pull requests for bugs and features. Any feedback is welcome at [email protected].