/openvr

OpenVR SDK

Primary LanguageKotlinBSD 3-Clause "New" or "Revised" LicenseBSD-3-Clause

JVM OpenVR Wrapper (synchronized with 1.2.10)

Build Status license Release Size Github All Releases

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 glm Mat4
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, included RenderModel_Vertex
  • concise enumerators, e.g. EVRComponentProperty.VRComponentProperty_IsStatic is VRComponentProperty.IsStatic - SteamVRListener 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 as buttonPress(left: Boolean, button: EVRButtonId) TO CHECK

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 elect86@gmail.com.