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Get WebXR fully working in Godot 4!
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@@ -45,6 +45,13 @@ protected:
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static void _bind_methods();
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public:
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enum TargetRayMode {
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TARGET_RAY_MODE_UNKNOWN,
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TARGET_RAY_MODE_GAZE,
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TARGET_RAY_MODE_TRACKED_POINTER,
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TARGET_RAY_MODE_SCREEN,
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};
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virtual void is_session_supported(const String &p_session_mode) = 0;
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virtual void set_session_mode(String p_session_mode) = 0;
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virtual String get_session_mode() const = 0;
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@@ -55,9 +62,12 @@ public:
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virtual void set_requested_reference_space_types(String p_requested_reference_space_types) = 0;
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virtual String get_requested_reference_space_types() const = 0;
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virtual String get_reference_space_type() const = 0;
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virtual Ref<XRPositionalTracker> get_controller(int p_controller_id) const = 0;
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virtual bool is_input_source_active(int p_input_source_id) const = 0;
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virtual Ref<XRPositionalTracker> get_input_source_tracker(int p_input_source_id) const = 0;
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virtual TargetRayMode get_input_source_target_ray_mode(int p_input_source_id) const = 0;
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virtual String get_visibility_state() const = 0;
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virtual PackedVector3Array get_bounds_geometry() const = 0;
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};
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VARIANT_ENUM_CAST(WebXRInterface::TargetRayMode);
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#endif // WEBXR_INTERFACE_H
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