Search found 11 matches

by madsbuvi
01 Apr 2023, 15:52
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

What pointer actions are there? Is it just the activate , as in the actual visible pointer? Or anything else? It's just the visible pointer, yes. At this point i've more or less decided to make an input rebinding wrapper. If i do this, i could add subaction information to every binding, for modders...
by madsbuvi
23 Mar 2023, 20:21
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

> vr.recenter(bool recenterZ) Should we also offer more granular control over this offset? E. g. for implementing custom recentering logic? (whether any other logic is a good practice is a separate question) > vr.isSeatedMode() Is this as simple as changing the player height, and changing the behav...
by madsbuvi
22 Mar 2023, 22:57
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

> It's not clear what sub actions are aiming to achieve. Sub-actions are aimed at actions that change behavior depending on what input source activated it. e.g. a pointing action can easily discern which hand should be pointing based on sub-actions. It is, naturally, an XR specific concept. Currentl...
by madsbuvi
18 Mar 2023, 15:55
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

3D GUI API: Lua API for GUI is a prerequisite of this. I will work on drafting this module once that is in place. As is, i do a lot of tailoring for each layer in apps/openmw/mwvr/vrgui.cpp . Which might be just fine, since moving this to Lua means all this tailoring will be softcoded as lua scripts.
by madsbuvi
18 Mar 2023, 15:54
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

VR API : defines openmw.vr local vr = require('openmw.vr') // Returns true if VR is active. All VR specific scripts should check this, so players don't have to swap out scripts between VR and FLAT. vr.isVr() // Returns true if VR motion controllers are active vr.isMotionControllerActive() // Return...
by madsbuvi
18 Mar 2023, 15:53
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

Input Actions and sub-actions It's should point out that OpenXR's api for specifying bindings is limiting. It's design seems to be intended to let VR Runtimes define their own rebinding APIs, similar to what SteamVR offers for OpenVR games. The most limiting feature is that bindings cannot be modif...
by madsbuvi
18 Mar 2023, 15:52
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Re: Lua API for VR

Actor Part manipulation API : While single player VR only needs to modify the player's parts, TES3MP may need to modify other actors in the scene. Therefore these should be implemented at the actor level, rather than the player specifically. To identify body parts i am basing myself on an extension...
by madsbuvi
18 Mar 2023, 15:50
Forum: General Development
Topic: Lua API for VR
Replies: 10
Views: 3463

Lua API for VR

The main obstacle to merging VR is the sheer complexity of its MR, with a *lot* of changes scattered pseudo-randomly about the code and making duplicates of many UI files for small changes. One step to reducing this complexity is to re-write as much as possible of the MR as a Lua mod. This will also...
by madsbuvi
28 Dec 2019, 19:56
Forum: Join the team
Topic: Application: Madsbuvi
Replies: 2
Views: 6742

Re: Application: Madsbuvi

OpenXR is the plan. I should've specified that. OculusVR has preliminary support for OpenXR implemented and ships it with their driver, and according to this article said support is fairly complete, although for now the user has to setup the registry keys themselves to access said implementation. Ho...