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globalThis)return globalThis;try{return this||new Function("return this")()}catch(e){if("object"==typeof window)return window}}(),a.o=function(e,t){return Object.prototype.hasOwnProperty.call(e,t)},n={},c="stardust-website:",a.l=function(e,t,r,o){if(n[e])n[e].push(t);else{var f,u;if(void 0!==r)for(var i=document.getElementsByTagName("script"),d=0;d Installation | Stardust XR - +

Installation

Stardust officially works on Linux distributions, it may work on BSD/Fuchsia but that support is not guaranteed. Windows/macOS support is not planned at this time.

libstardustxr (server, client, and fusion)#

Packages#

AUR: libstardustxr-git and libstardustxr-fusion-git

Build system#

  1. Meson >= 0.55.0
  2. Ninja (tested on 1.10.2)

Build dependencies#

  1. Flatbuffers >= 1.12.0

Download#

git clone https://github.com/StardustXR/libstardustxr.gitcd libstardustxr

Build#

meson build --prefix=/usrcd buildninja

Install#

ninja install

stardust-xr (reference server)#

Packages#

AUR: stardust-xr-git

Build system#

  1. Meson >= 0.55.0
  2. Ninja (tested on 1.10.2)
  3. CMake (tested on 3.21.1)

Build dependencies#

  1. libstardustxr
  2. Flatbuffers >= 1.12.0
  3. EGL+GLES 3.2
  4. GLX+Xlib
  5. fontconfig
  6. dlopen
  7. OpenXR Loader (required even if run in flatscreen mode)

Download#

git clone https://github.com/StardustXR/stardust-xr.gitcd stardust-xr

Build#

meson build --prefix=/usrcd buildninja

Install#

ninja install
- + \ No newline at end of file diff --git a/docs/getting-started/overview.html b/docs/getting-started/overview.html index e72cff1b..b071b681 100644 --- a/docs/getting-started/overview.html +++ b/docs/getting-started/overview.html @@ -5,13 +5,13 @@ Overview | Stardust XR - +

Overview

Description#

Stardust XR (informally known as Stardust) is an XR display server for Linux-based distros. Unlike display servers of the past that were run on bounded 2D screens, Stardust has to break convention in order to account for unbounded 3D space in any potential virtual or real environment.

Put simply, Stardust is a system UI framework where multiple different clients (programs that connect to Stardust directly) can create objects for the user to interact with. The user can choose to use the objects that work best for their current scenario, and default setups can easily be created so users start out with all the essentials.

Server#

The server is what renders all the meshes of each client, takes in input from input methods, and spits out input to input handlers according to the SUIS (Spatial Universal Interaction System). As well, the server is going to be part Wayland compositor and OpenXR runtime so all 2D and XR applications can be used together at once (if the hardware allows). It is the glue of Stardust, allowing any number of clients and apps to work in harmony while allowing the user full control in an intuitive way.

As new technologies come out, keeping the same server and trying to progressively upgrade it may lead to bloat and issues, so the protocol is designed to make creating new servers possible without too much hassle. Old interfaces can be deprecated without breaking the overall system, and new interfaces can be added if needed due to the object-oriented design. The design is highly inspired by game engines, however the reference server is made in StereoKit due to it being more optimal.

Reference Server#

Stardust has a reference server, but unlike other display servers this reference server is just as functional as any other Stardust server would be, because all the functionality is implemented in the clients. The server is just the glue.

The reference server uses StereoKit as its backend for many reasons:

  • Much more lightweight than any other framework/other engine
    • It was originally designed to run AR apps on HoloLens, and now it works on Quest
    • It's able to render thousands of objects on a HoloLens without breaking a sweat
  • Does not include unnecessary features that slow down performance
    • Physics and UI are not needed for Stardust, but those do not actively run and can always have an option to not be compiled at all.
  • Uses C-style C++ meaning not bytecode or interpreted (however has a C# API that is not used by Stardust)
  • Uses immediate mode rendering meaning the logic is many times easier to implement
  • Exposes its rendering insides whenever needed
    • Very needed for Wayland when it needs to display EGL Wayland surface textures on meshes
    • Overriding the depthbuffer per-pixel in fragment shader is useful for XR depth compositing
  • Is constantly getting new updates faster than most engines
    • World semantics for OpenXR was implemented ~1 week after the official OpenXR extension release
  • Is optimized to load resources JIT
    • Many game engines are best at caching their assets, but this is not practical in a display server
  • Uses OpenXR as its backend out of the box

IPC#

The Stardust XR IPC uses Unix domain sockets for initial connection and establishes anonymous pipes for communication.

Protocol#

The Stardust XR protocol is object-oriented, depending on a scenegraph on the server end and scenegraph or functionally equivalent structure on the client end. This allows easier implementation of the protocol while still remaining fast and reliable.

Clients#

The clients tell the server what models to draw, where they would like to accept input in, etc. Stardust clients are much more suited to widgets or user interfaces to 2D/XR apps. However, if a more fully featured application works better in Stardust it can do that too.

- + \ No newline at end of file diff --git a/docs/getting-started/run.html b/docs/getting-started/run.html index 71e2806c..31f1db57 100644 --- a/docs/getting-started/run.html +++ b/docs/getting-started/run.html @@ -5,7 +5,7 @@ Use | Stardust XR - + @@ -15,7 +15,7 @@ A black void representing Stardust in XR mode with a hand skeleton in the middle

Flatscreen mode when ~/.config/stardust/skytex.hdr is Zhengyang Gate: A pitch black window representing Stardust in flatscreen mode

Help screen#

Stardust XRUsage: stardustxr [OPTIONS]
 Options:  -h,--help                   Print this help message and exit  -F,--flatscreen             Run Stardust in flatscreen mode  --field-debug               Draw translucent meshes around fields
- + \ No newline at end of file diff --git a/docs/stardust-protocol/client/initial-connection.html b/docs/stardust-protocol/client/initial-connection.html index 85a1ddac..a2c59851 100644 --- a/docs/stardust-protocol/client/initial-connection.html +++ b/docs/stardust-protocol/client/initial-connection.html @@ -5,13 +5,13 @@ Initial Client Connection | Stardust XR - + - + \ No newline at end of file diff --git a/docs/stardust-protocol/protocol.html b/docs/stardust-protocol/protocol.html index d2453386..ef7eb36e 100644 --- a/docs/stardust-protocol/protocol.html +++ b/docs/stardust-protocol/protocol.html @@ -5,7 +5,7 @@ Protocol | Stardust XR - + @@ -13,7 +13,7 @@

Protocol

Data#

Every message uses flatbuffers and flexbuffers to add variant data such as method arguments and return values. The Stardust XR Message schema is:

namespace StardustXR;
 table Message {    type: ubyte;    id: uint;    object: string;    method: string;    error: string;    data:[ubyte] (flexbuffer);}
 root_type Message;

Message Types#

All fields not accounted for are assumed to be not included or 0 or ""

Error#

Field NameValue
type0
id0 or ID of method call
objectPath to the object the error comes from
methodWhat method caused the error (if applicable, otherwise this is an empty string)
errorString containing the error message itself
dataEmpty vector

Signal#

Signals are method calls that do not expect a response of any kind.

Field NameValue
type1
objectPath to object to send signal to
methodName of the method to execute
dataFlexbuffer containing arguments to pass to remote method

Method Call#

Method calls allow for remote procedure calling.

Field NameValue
type2
idDynamically generated ID to identify method return for this method
objectPath to object to execute method on
methodName of the method to execute
dataFlexbuffer containing arguments to pass to remote method

Method Return#

Message to pass the return value back to the program.

Field NameValue
type3
idThe same as the message call's ID
dataFlexbuffer containing return value

Data Types#

Stardust does not support the Map or FixedTypedVector flexbuffers datatypes.

Color#

A Vector of 4 float is treated as a Color in the form RGBA.

Vector2#

A Vector of 2 double is treated as a Vector2.

Vector3#

A Vector of 3 double is treated as a Vector3.

Quaternion#

A Vector of 4 double is treated as a Quaternion.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/environment.html b/docs/stardust-protocol/server/objects/environment.html index 876d433d..74dd4295 100644 --- a/docs/stardust-protocol/server/objects/environment.html +++ b/docs/stardust-protocol/server/objects/environment.html @@ -5,13 +5,13 @@ /environment | Stardust XR - +

/environment

Interface managing the skytex and skylight (equivalent of desktop background).

Signals#

visible(bool enable)#

Enable or disables the skybox visibility (lighting remains active). This is not meant to be used for an additive AR mode as StereoKit will perform that when the OpenXR runtime indicates the layer's blend mode is additive.

setSkytex(string path)#

Sets the sky texture to be the image (HDR) at the absolute path.

setLighting(string path)#

Sets the ambient lighting (using spherical harmonics) to the HDR at the absolute path.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/field.html b/docs/stardust-protocol/server/objects/field.html index deddc76b..45e322c2 100644 --- a/docs/stardust-protocol/server/objects/field.html +++ b/docs/stardust-protocol/server/objects/field.html @@ -5,13 +5,13 @@ /field | Stardust XR - + - + + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/hmd.html b/docs/stardust-protocol/server/objects/hmd.html index b2436f7f..4766bc3c 100644 --- a/docs/stardust-protocol/server/objects/hmd.html +++ b/docs/stardust-protocol/server/objects/hmd.html @@ -5,13 +5,13 @@ /hmd | Stardust XR - + - + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/input.html b/docs/stardust-protocol/server/objects/input.html index 06c5683e..21747584 100644 --- a/docs/stardust-protocol/server/objects/input.html +++ b/docs/stardust-protocol/server/objects/input.html @@ -5,13 +5,13 @@ /input | Stardust XR - +

/input

Object managing input and interaction.

Signals#

registerInputHandler(string name, string field, string spacePath, Vector3 position, Quat rotation, string callbackPath, string callbackMethod)#

Creates a new InputHandler with the specified name and field, located relative to the space referenced in spacePath and the postion + rotation.

Vector<Vector<string inputHandlerUUID, Vector3 position>> getInputHandlers(string spacePath, bool excludeSelf)#

Returns a list of all InputHandler UUIDs and their positions (relative to the space at spacePath), as well as puts aliases to those handlers in /input/global_handler/[UUID]. Excludes handlers from this client if excludeSelf is true.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/lifecycle.html b/docs/stardust-protocol/server/objects/lifecycle.html index b059237b..63d8917c 100644 --- a/docs/stardust-protocol/server/objects/lifecycle.html +++ b/docs/stardust-protocol/server/objects/lifecycle.html @@ -5,13 +5,13 @@ /lifecycle | Stardust XR - +

/lifecycle

Object representing the life cycle of the Stardust server, from start to each frame to end.

Signals#

subscribeLogicStep(string path, string method)#

Executes method on object at path on the client when the main logic loop of the server starts each frame.

method must have arguments of (double delta, double timeToRender).

delta gives the time in seconds between the current time and the last time the logic loop executed while timeToRender gives the time in ms since epoch when the current frame is expected to reach the user's eyes (returns 0 for now).

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/model.html b/docs/stardust-protocol/server/objects/model.html index c1907414..16cd05b7 100644 --- a/docs/stardust-protocol/server/objects/model.html +++ b/docs/stardust-protocol/server/objects/model.html @@ -5,13 +5,13 @@ /model | Stardust XR - + - + + \ No newline at end of file diff --git a/docs/stardust-protocol/server/objects/spatial.html b/docs/stardust-protocol/server/objects/spatial.html index 94c71432..6a781f17 100644 --- a/docs/stardust-protocol/server/objects/spatial.html +++ b/docs/stardust-protocol/server/objects/spatial.html @@ -5,13 +5,13 @@ /spatial | Stardust XR - + - + + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/Model.html b/docs/stardust-protocol/server/types/Model.html index 6f94afa5..918da955 100644 --- a/docs/stardust-protocol/server/types/Model.html +++ b/docs/stardust-protocol/server/types/Model.html @@ -5,13 +5,13 @@ Model | Stardust XR - +

Model

Derived from Spatial#

A graphical model.

Properties#

setVisible(bool visible)#

Enables/disables visibility.

setOrigin(Vector3 origin)#

Sets the origin to origin.

setOrientation(Quat orientation)#

Sets the orientation to orientation.

destroy()#

Destroys the model instance. Resources like the mesh and material and textures may be in memory still, but the resource manager will clean it up if needed.

setMaterialProperty(uint32 submeshIndex, string propertyName, float value)#

setMaterialProperty(uint32 submeshIndex, string propertyName, Color value)#

setMaterialProperty(uint32 submeshIndex, string propertyName, string value)#

Sets the material property propertyName on this model's submesh at submeshIndex to value. Valid material names are:

NameTypeDescription
colorColorTint/multiply the shader's output color by this amount. (default is opaque white)
roughnessfloatScale the metal texture's roughness by this amount
metallicfloatScale the metal texture's metalness by this amount
tex_scalefloatScale the UV coordinates of all textures by this amount
diffusestringPath to the diffuse texture of the material (if it has one).
emissionstringPath to the emission texture of the material (if it has one).
metalstringPath to the metalness texture of the material (if it has one).
normalstringPath to the normal map texture of the material (if it has one).
occlusionstringPath to the occlusion map texture of the material (if it has one).
- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/Node.html b/docs/stardust-protocol/server/types/Node.html index a07c2909..968f976c 100644 --- a/docs/stardust-protocol/server/types/Node.html +++ b/docs/stardust-protocol/server/types/Node.html @@ -5,13 +5,13 @@ Node | Stardust XR - + - + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/Spatial.html b/docs/stardust-protocol/server/types/Spatial.html index 1233a2ae..002a1b20 100644 --- a/docs/stardust-protocol/server/types/Spatial.html +++ b/docs/stardust-protocol/server/types/Spatial.html @@ -5,13 +5,13 @@ Spatial | Stardust XR - +

Spatial

Derived from Node#

A base type for types that exist in 3D space, always relative to another space or the engine's world space. Spatials are always relative because in AR or XXR reference spaces change constantly in response to new environments.

Internal Properties#

Sometimes it makes sense for a Spatial to not be scalable (like in Fields where scaling dramatically increases the number of steps to raymarch for pointers) or not be rotatable (point lights) or such, so these are disabled for certain Spatial-derived objects, mentioned right after "Derived from Spatial".

translatable: bool#

If false, object's origin cannot be modified from a client.

rotatable: bool#

If false, object's rotation cannot be modified from a client (e.g. point lights, point sound sources).

scalable: bool#

If false, object's scale cannot be modified from a client (e.g. Fields, PointerInput).

Methods#

move(Vector3 position)#

Moves the Spatial relative to itself if translatable is not false.

rotate(Quat rotation)#

Rotates the Spatial relative to itself if rotatable is not false.

scale(float scale)#

Multiplies the Spatial's scale vector by scale if scalable is not false.

setOrigin(Vector3 origin)#

Sets the origin to origin if translatable is not false.

setOrientation(Quat orientation)#

Sets the orientation to orientation if rotatable is not false.

setScale(Vector3 scale)#

Sets the scale to scale if scalable is not false.

setPose(Vector3 origin, Quat orientation)#

Sets the pose relative to the Spatial's space if translatable and rotatable are true. This method saves on IPC calls compared to setOrigin and setOrientation in sequence.

setTransform(Vector3 origin, Quat orientation)#

Sets the transform relative to the Spatial's space if translatable, rotatable and scalable are true. This method saves on IPC calls compared to setOrigin, setOrientation, and setScale in sequence.

setSpatialParent(string parentPath)#

Sets the spatial parent of this Spatial while keeping the object in the same place in local space.

setSpatialParentInPlace(string parentPath)#

Sets the spatial parent of this Spatial while not changing the object's absolute position.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/field/BoxField.html b/docs/stardust-protocol/server/types/field/BoxField.html index 9c74ca75..36893c0c 100644 --- a/docs/stardust-protocol/server/types/field/BoxField.html +++ b/docs/stardust-protocol/server/types/field/BoxField.html @@ -5,13 +5,13 @@ BoxField | Stardust XR - + - + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/field/Field.html b/docs/stardust-protocol/server/types/field/Field.html index 4f063c66..8359c8b5 100644 --- a/docs/stardust-protocol/server/types/field/Field.html +++ b/docs/stardust-protocol/server/types/field/Field.html @@ -5,13 +5,13 @@ Field | Stardust XR - +

Field

Derived from Spatial#

Type that contains methods all Fields share. All fields created are under /field. See /field for the field factory.

Methods#

double distance(string spacePath, Vector3 point)#

Returns the distance from point to the surface of the object, positive if the point is outside and negative if inside. When point is far enough away the object will give an approximate distance to the origin instead of the surface.

Vector3 normal(string spacePath, Vector3 point)#

Returns the normal of point compared to the surface of the object. Normal always points toward object.

Vector3 closestPoint(string spacePath, Vector3 point)#

Returns the closest point from point to the surface of the object. Use this instead of distance and normal when best to limit IPC calls.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/field/SphereField.html b/docs/stardust-protocol/server/types/field/SphereField.html index cb43b6bc..2ddfa5e3 100644 --- a/docs/stardust-protocol/server/types/field/SphereField.html +++ b/docs/stardust-protocol/server/types/field/SphereField.html @@ -5,13 +5,13 @@ SphereField | Stardust XR - + - + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/input/InputHandler.html b/docs/stardust-protocol/server/types/input/InputHandler.html index f9049866..e22af9bb 100644 --- a/docs/stardust-protocol/server/types/input/InputHandler.html +++ b/docs/stardust-protocol/server/types/input/InputHandler.html @@ -5,13 +5,13 @@ InputHandler | Stardust XR - +

InputHandler

Derived from Spatial (scalable: false)#

A handler to allow clients to recieve input.

Methods#

setOrigin(Vector3 origin)#

Sets the origin to origin.

setOrientation(Quat orientation)#

Sets the orientation to orientation.

setPose(Vector3 origin, Quat orientation)#

Sets the pose using origin and orientation relative to the pose's space.

setField(string field)#

Sets the field this input handler will use.

setCallback(string callbackPath, string callbackMethod)#

Sets the callback this input handler will use.

setActions(Vector<String> actions)#

Specify all compatible action names (human-readable).

Vector<String> getActions(null)#

Get a list of all action names (human-readable).

setActions(Vector<String> actions)#

Set all the objects on this input handler to actions.

runAction(String actionName)#

Runs the action specififed by actionName.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/input/InputMethod.html b/docs/stardust-protocol/server/types/input/InputMethod.html index bc54ba32..e1da24e3 100644 --- a/docs/stardust-protocol/server/types/input/InputMethod.html +++ b/docs/stardust-protocol/server/types/input/InputMethod.html @@ -5,13 +5,13 @@ InputMethod | Stardust XR - +

InputMethod

Derived from Spatial (scalable: false)#

Represents an input device generically, with specifics being fleshed out in subclasses.

Internal Properties#

type: uint8#

NameDescription
0GlobalA non-spatial input, used for power buttons and system volume and such
1ControllerContains a pose and datamap for buttons, trackpad, joystick, grip, trigger, etc.
2PointerInputDefined by origin, direction, and tilt with datamap for buttons, trackpad, etc.
3HandInputContains a full 27-bone hand skeleton (including forearm) and datamap for abstractions like grip, pinch distance/point, etc.

datamap: Dictionary#

See Datamap:

Internal Methods#

distanceToField(string field)#

Returns the distance from this input to a field in meters. field is the name of the field, not the full path.

serialize()#

Returns a serialized version of the InputMethod, each serialized schema is shown under #Serialization in the respective Input subclasses.

Serialization#

KeyValue Type
typeint
distancefloat

Datamap#

The datamap is a dictionary containing abstracted and raw data related to the input that clients can use to analyze input in the most optimal way. It has keys of type Key(Flexbuffers-specific, in any other language use a String) and values:

TypeExample UsesUsage Notes
boolDigital buttonsIf values are analog, use a float instead with 1.0 being considered true.
floatAnalog trigger, gripFor values such as grip/trigger, make the range 0.0-1.0, for something like a scroll wheel -0.5-0.5.
Vector2Touchpad, joystickFor values such as trackpad and joystick, make each component in the range of -0.5-0.5 and calculate+apply deadzone before setting these values.
Vector3Pinch position, grip axis vectorFor points and directions, make this a value inside the InputMethod's local space. Raw hand pose data should not be put in the datamap.
stringInput device type/nameDevice name such as "valveindex" and device type such as "controller" on a PointerInput. Useful for client devs to customize input to work best with these devices.

Standard supported datamap keys will be put in the individual type's documentation, however you can put more data in and some input handlers may be able to use that data for better interactions.

Methods#

modifyDatamap(Dictionary data)#

Merges the datamap of this InputMethod with data. Each key here will add to the datamap if not present and set the existing value if present. Any key not present in data will be unaffected.

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/input/inputtypes/HandInput.html b/docs/stardust-protocol/server/types/input/inputtypes/HandInput.html index 0a7e66e9..2cf34620 100644 --- a/docs/stardust-protocol/server/types/input/inputtypes/HandInput.html +++ b/docs/stardust-protocol/server/types/input/inputtypes/HandInput.html @@ -5,13 +5,13 @@ HandInput | Stardust XR - +

HandInput

Derived from InputMethod#

A full 27-bone hand+forearm input with useful abstractions provided through the datamap.

The local space of a hand is where +Z is away from the palm, +Y is from the palm to the fingers, and +X is orthogonal and to the right.

Serialization#

KeyValue Type
originVector3
directionVector3
tiltfloat
datamapDictionary
[    thumb metacarpal,    thumb proximal,    thumb distal,    thumb tip,    index metacarpal,    index proximal,    index intermediate,    index distal,    index tip,    middle metacarpal,    middle proximal,    middle intermediate,    middle distal,    middle tip,    ring metacarpal,    ring proximal,    ring intermediate,    ring distal,    ring tip,    little metacarpal,    little proximal,    little intermediate,    little distal,    little tip]

(This section is WIP)

Datamap#

Required#

KeyValue TypeDescription
confidencefloat (range 0.0-1.0)How confident the hand tracker is of the pose of the hand
isLeftbooltrue if this hand is the left hand, false if not
pinchStrengthfloat (range 0.0-1.0)How much the hand is pinching
pinchDistancefloat (>0.0)The distance in meters between the thumb and index finger
grabStrengthfloat (range 0.0-1.0)How much the hand is making a fist

Methods#

TODO: Properly secured field distance calculation accessible to clients

- + \ No newline at end of file diff --git a/docs/stardust-protocol/server/types/input/inputtypes/PointerInput.html b/docs/stardust-protocol/server/types/input/inputtypes/PointerInput.html index 485de407..f1bf927d 100644 --- a/docs/stardust-protocol/server/types/input/inputtypes/PointerInput.html +++ b/docs/stardust-protocol/server/types/input/inputtypes/PointerInput.html @@ -5,13 +5,13 @@ PointerInput | Stardust XR - +

PointerInput

Derived from InputMethod#

An input method for pointers, such as the Daydream's remote, a pointer put on an Index controller, Oculus style laser mouse, and your desktop's mouse in flatscreen.

The local space for a pointer is where +Z is along the pointer's direction, +X is to the right of the pointer when laying face up, and +Y is upward when laying face up.

Serialization#

KeyValue Type
originVector3
directionVector3
tiltfloat
datamapDictionary

Datamap#

Required#

KeyValue TypeDescription
selectfloat (range 0.0-1.0)Whether the pointer is attempting to select an object, usually through trigger. 1.0 is selected, 0.0 is not selected, and inbetween is to add smoothness to the interaction.
grabfloat (range 0.0-1.0)How much the pointer is attempting to grab an object. 0.0 is not grabbing at all, 1.0 is grabbing the strongest, and inbetween is to add smoothness.
scrollVector2 (component range -0.5-0.5)The amount to scroll on this input tick (sensitivity determined on the receiving client). Can be used for 2D scrolling as well as adjusting depth/size when grabbing an object.

Built in#

KeyValue TypeDescription
deepestPointDistancefloat (>=0.0)The distance along the ray where the deepest surface point resides.
typestringThe type of pointer. Can be one of "eyes", "mouse", "controller", "gaze", "generic"

Methods#

setDirection(Vector3 direction)#

Sets the direction the pointer is pointing in stage space.

setTilt(float angle)#

Sets the tilt of the pointer (rotation about the pointer direction) clockwise in radians.

setOrientation(Vector3 direction, float angle)#

Sets the direction and tilt of the pointer to save on IPC calls.

setPose(Vector3 origin, Vector3 direction, float angle)#

Sets the origin, direction, and tilt of the pointer to save on IPC calls.

- + \ No newline at end of file diff --git a/index.html b/index.html index a50d4918..550a5954 100644 --- a/index.html +++ b/index.html @@ -5,13 +5,13 @@ Stardust XR - +

Stardust XR

We Fight for the Users!

Flexible

Flexible

Stardust allows you to make XR widgets or interfaces and run them among others. You don't have to make a whole system UI, just a few pieces.

Streamlined

Streamlined

Stardust is made using StereoKit, an XR application/rendering toolkit allowing for a fast and lightweight display server. The compiled server binary when statically linking StereoKit is less than 20MB and uses ~50MB of RAM (varies depending on clients).

- + \ No newline at end of file diff --git a/roadmap.html b/roadmap.html index 92378cae..2b359cbb 100644 --- a/roadmap.html +++ b/roadmap.html @@ -5,13 +5,13 @@ Roadmap | Stardust XR - +

Roadmap

1.0 (Minimum Viable Product)#

  • Core functionality
    • IPC+RPC
    • Protocol documentation
  • Client
    • Fusion
      • Initial connection
      • Node type creation/destruction
      • Interface interaction
      • Callbacks
  • Server
    • Per-client scenegraph
    • Statically link StereoKit
    • Basic features
      • Logic step
      • Spatial transforms
        • Absolute movement
        • Relative movement
        • Spatial parenting
      • Models
        • Loading
        • Setting material parameters
      • Fields (SDFs for interaction)
        • Box field
        • Rounded box field
        • Sphere field
      • Input
        • Input methods
          • Hand input
            • Creation from OpenXR
            • Creation from StereoKit (flatscreen)
            • Interaction with clients
          • Pointer input
            • Creation from StereoKit (flatscreen, mouse cursor ray)
            • Interaction with clients
        • Input handler
          • Async input propagation through distance
      • Environment
        • Set skytex
        • Set skylight
      • Items
        • Base item class
        • Base item accepter class
        • Environment equirectangular item
        • Environment equirectangular accepter
      • 2D integration
        • Panels
          • Panel item
          • sk-wlroots (for Wayland)
            • Statically link wlroots
            • Rendering
            • Input seats
        • Panel shells
          • Accept panel items
          • Put surface on model material's texture
          • Feed input through to panel
          • Release panel items
- + \ No newline at end of file