Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

MobileVRInterface

繼承: XRInterface < RefCounted < Object

通用移動 VR 實作。

說明

This is a generic mobile VR implementation where you need to provide details about the phone and HMD used. It does not rely on any existing framework. This is the most basic interface we have. For the best effect, you need a mobile phone with a gyroscope and accelerometer.

Note that even though there is no positional tracking, the camera will assume the headset is at a height of 1.85 meters. You can change this by setting eye_height.

You can initialize this interface as follows:

var interface = XRServer.find_interface("Native mobile")
if interface and interface.initialize():
    get_viewport().use_xr = true

Note: For Android, ProjectSettings.input_devices/sensors/enable_accelerometer, ProjectSettings.input_devices/sensors/enable_gravity, ProjectSettings.input_devices/sensors/enable_gyroscope and ProjectSettings.input_devices/sensors/enable_magnetometer must be enabled.

屬性

float

display_to_lens

4.0

float

display_width

14.5

float

eye_height

1.85

float

iod

6.0

float

k1

0.215

float

k2

0.215

Rect2

offset_rect

Rect2(0, 0, 1, 1)

float

oversample

1.5

float

vrs_min_radius

20.0

float

vrs_strength

1.0

PlayAreaMode

xr_play_area_mode

1 (overrides XRInterface)


屬性說明

float display_to_lens = 4.0 🔗

  • void set_display_to_lens(value: float)

  • float get_display_to_lens()

顯示器與裝置內部鏡片之間的距離,單位為釐米。


float display_width = 14.5 🔗

  • void set_display_width(value: float)

  • float get_display_width()

顯示器的寬度,單位為釐米。


float eye_height = 1.85 🔗

  • void set_eye_height(value: float)

  • float get_eye_height()

相機相對於地面所處的高度(即相對於 XROrigin3D 節點)。


float iod = 6.0 🔗

眼間距離,也稱為瞳孔間距離。左眼和右眼瞳孔之間的距離。


float k1 = 0.215 🔗

k1 鏡頭因數是定義所使用鏡頭強度的兩個常數之一,並直接影響鏡頭失真效果。


float k2 = 0.215 🔗

k2 鏡頭因數,見 k1。


Rect2 offset_rect = Rect2(0, 0, 1, 1) 🔗

  • void set_offset_rect(value: Rect2)

  • Rect2 get_offset_rect()

Set the offset rect relative to the area being rendered. A length of 1 represents the whole rendering area on that axis.


float oversample = 1.5 🔗

  • void set_oversample(value: float)

  • float get_oversample()

過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質算繪我們的緩衝區。介於 1.5 和 2.0 之間的值通常可以提供良好的結果,但會犧牲性能。


float vrs_min_radius = 20.0 🔗

  • void set_vrs_min_radius(value: float)

  • float get_vrs_min_radius()

The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.

Note: Mobile and Forward+ renderers only. Requires Viewport.vrs_mode to be set to Viewport.VRS_XR.


float vrs_strength = 1.0 🔗

  • void set_vrs_strength(value: float)

  • float get_vrs_strength()

The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is. This improves performance at the cost of quality.

Note: Mobile and Forward+ renderers only. Requires Viewport.vrs_mode to be set to Viewport.VRS_XR.