class Scene(val spatialInterface: SpatialInterface)
Scene
(
spatialInterface
)
|
Signature
constructor(spatialInterface: SpatialInterface) Parameters
spatialInterface:
SpatialInterface Returns |
handle
: Long
[Get] |
Signature
val handle: Long |
spatialInterface
: SpatialInterface
[Get] |
Signature
val spatialInterface: SpatialInterface |
addObject
(
ro
)
|
Add a SceneObject to this Scene.
Signature
fun addObject(ro: SceneObject) Parameters |
createCylinderLayer
(
sceneSwapChain
, radius
, centralAngle
, aspectRatio
, pivotX
, pivotY
, stereoMode
, sceneObject
)
|
Create a Layer that is shaped like a cylinder.
Signature
fun createCylinderLayer(sceneSwapChain: SceneSwapchain, radius: Float, centralAngle: Float, aspectRatio: Float, pivotX: Float, pivotY: Float, stereoMode: StereoMode, sceneObject: SceneObject): Int Parameters
radius:
Float
centralAngle:
Float
aspectRatio:
Float
pivotX:
Float
pivotY:
Float
Returns
Int
|
createEquirectLayer
(
sceneSwapChain
, radius
, centralHorizontalAngle
, upperVerticalAngle
, lowerVerticalAngle
, pivotX
, pivotY
, stereoMode
, sceneObject
)
|
Create a Layer that maps equirectangular images onto a sphere.
Signature
fun createEquirectLayer(sceneSwapChain: SceneSwapchain, radius: Float, centralHorizontalAngle: Float, upperVerticalAngle: Float, lowerVerticalAngle: Float, pivotX: Float, pivotY: Float, stereoMode: StereoMode, sceneObject: SceneObject): Int Parameters
radius:
Float
centralHorizontalAngle:
Float
upperVerticalAngle:
Float
lowerVerticalAngle:
Float
pivotX:
Float
pivotY:
Float
Returns
Int
|
createQuadLayer
(
sceneSwapChain
, dimW
, dimH
, pivotX
, pivotY
, stereoMode
, sceneObject
)
|
Create a Layer that is shaped like a quad.
Signature
fun createQuadLayer(sceneSwapChain: SceneSwapchain, dimW: Float, dimH: Float, pivotX: Float, pivotY: Float, stereoMode: StereoMode, sceneObject: SceneObject): Int Parameters
dimW:
Float
dimH:
Float
pivotX:
Float
pivotY:
Float
Returns
Int
|
destroyObject
(
ro
)
|
Remove and destroy a SceneObject from this Scene.
Signature
fun destroyObject(ro: SceneObject) Parameters |
discoverSpaces
(
fetchOptions
)
|
Find all the space.
Signature
fun discoverSpaces(fetchOptions: Anchor.FetchOptions): CompletableFuture<Array<Anchor>> Parameters
fetchOptions:
Anchor.FetchOptions
Returns
CompletableFuture
|
drawDebugLine
(
from
, to
, color
, displayCount
)
|
Draw a line in the Scene, often used for debugging.
Signature
fun drawDebugLine(from: Vector3, to: Vector3, color: Color, displayCount: Int) |
drawDebugLine
(
from
, to
, startColor
, endColor
, displayCount
)
|
Draw a line in the Scene, often used for debugging.
Signature
fun drawDebugLine(from: Vector3, to: Vector3, startColor: Color, endColor: Color, displayCount: Int) |
enableEnvironmentDepth
(
enabled
)
|
Experimental: Enable environment depth with automatic occlusion.
This is a convenience method for backward compatibility. For more control over depth behavior, use Scene.setEnvironmentDepthMode instead.
Signature
fun enableEnvironmentDepth(enabled: Boolean) Parameters
enabled:
Boolean
|
enableHolePunching
(
enabled
)
|
Tells the renderer to render poseable layers before rendering out the scene. This means the app will be responsible for hole-punching the layers.
See our Layers and UI Quality docs for more information.
Signature
fun enableHolePunching(enabled: Boolean) Parameters
enabled:
Boolean
|
enableMrPlaneTracker
(
enabled
)
|
Enable the MR plane tracker.
Signature
fun enableMrPlaneTracker(enabled: Boolean) Parameters
enabled:
Boolean
|
enablePassthrough
(
enabled
)
|
Enable pass through of the real world into the scene.
Signature
fun enablePassthrough(enabled: Boolean) Parameters
enabled:
Boolean
|
enableVirtualCamera
(
enable
)
|
Enable the virtual camera.
Signature
fun enableVirtualCamera(enable: Boolean) Parameters
enable:
Boolean
|
getAnchorBoundary2D
(
anchorHandle
)
|
Get the 2D boundary of an anchor.
Signature
fun getAnchorBoundary2D(anchorHandle: Long): Array<Vector2> Parameters
anchorHandle:
Long
Returns
Array
|
getAnchorBoundingBox2D
(
anchorHandle
)
|
Get the 2D bounding box of an anchor.
Signature
fun getAnchorBoundingBox2D(anchorHandle: Long): Bound2D? Parameters
anchorHandle:
Long
|
getAnchorBoundingBox3D
(
anchorHandle
)
|
Get the 3D bounding box for an anchor.
Signature
fun getAnchorBoundingBox3D(anchorHandle: Long): Bound3D? Parameters
anchorHandle:
Long
|
getAnchorPose
(
anchorHandle
)
|
Get the pose of an anchor.
Signature
fun getAnchorPose(anchorHandle: Long): Pose Parameters
anchorHandle:
Long
|
getAnchorPose
(
index
)
|
Get the pose of an anchor.
Signature
fun getAnchorPose(index: Int): Pose Parameters
index:
Int
Returns |
getAnchorSemanticLabels
(
anchorHandle
)
|
Get the semantic lables for an anchor.
Signature
fun getAnchorSemanticLabels(anchorHandle: Long): List<String> Parameters
anchorHandle:
Long
Returns
List
|
getAnchorSemanticLabels
(
index
)
|
Get the semantic labels for an anchor by index.
Signature
fun getAnchorSemanticLabels(index: Int): String Parameters
index:
Int
Returns
String
|
getBodyJointCount
()
|
Convenience accessor for the number of body joints supported by the device.
This value may be 0 if body tracking is unavailable on the device.
Signature
fun getBodyJointCount(): Int Returns
Int
|
getConfirmedFrameRate
()
|
Signature
fun getConfirmedFrameRate(): Float Returns
Float
|
getControllerPoseAtTime
(
isLeftHandle
, time
)
|
Get the pose of the controller at a given time.
Signature
fun getControllerPoseAtTime(isLeftHandle: Boolean, time: Long): ControllerPose Parameters
isLeftHandle:
Boolean
time:
Long
|
getEyeOffsets
()
|
Get the current eye offsets for the stereo camera system.
Eye offsets describe the relative position of each eye from the center of the head. Positive X values offset to the right, Positive Y values offsets up, and positive Z offsets forward. Rotation of eyes is the same as head position.
Signature
fun getEyeOffsets(): Pair<Vector3, Vector3> Returns
Pair<Vector3, Vector3>
|
getNumberOfObjects
()
|
Get the number of SceneObjects in the scene.
Signature
fun getNumberOfObjects(): Int Returns
Int
|
getRuntimeName
()
|
Returns the name of the graphics runtime being used.
This can be used to customize runtime behavior based on which graphics backend is active (e.g., controller transform handling).
Example usage:
val runtime = scene.getRuntimeName()
if (runtime == GraphicsRuntimeName.MHE) {
// Apply MHE-specific behavior
}
Signature
fun getRuntimeName(): GraphicsRuntimeName Returns
GraphicsRuntimeName
|
getSessionStartPose
()
|
Returns the pose that was set at the beginning of the session. This is useful for setting the starting position of entities so that they are placed relative to the user.
Signature
fun getSessionStartPose(): Pose |
getSkeletonChangedCount
()
|
Returns a monotonically increasing counter that reflects skeleton topology updates.
Signature
fun getSkeletonChangedCount(): Int Returns
Int
|
getSpaceContainer
(
anchorHandle
)
|
Get the space container from an anchor.
Signature
fun getSpaceContainer(anchorHandle: Long): Array<UUID> Parameters
anchorHandle:
Long
Returns
Array
|
getSpaceRoomLayout
(
anchorHandle
)
|
Get the RoomLayout from an anchor handle.
Signature
fun getSpaceRoomLayout(anchorHandle: Long): Anchor.RoomLayout Parameters
anchorHandle:
Long
Returns
Anchor.RoomLayout
|
getSpaceTriangleMesh
(
anchorHandle
)
|
Get the space triangle mesh associated with an anchor handle.
Signature
fun getSpaceTriangleMesh(anchorHandle: Long): Anchor.SpaceTriangleMesh Parameters
anchorHandle:
Long
Returns
Anchor.SpaceTriangleMesh
|
getViewerPose
()
|
Get the viewer's pose in the Scene.
Signature
fun getViewerPose(): Pose |
getViewOrigin
()
|
Returns the last position that viewer's orgin was set to.
Signature
fun getViewOrigin(): Vector3 |
getViewSceneRotation
()
|
Get the last rotation of the viewer, with X+ being 0 degrees.
Signature
fun getViewSceneRotation(): Float Returns
Float
|
hasObject
(
ro
)
|
Check if a SceneObject is part of this Scene.
Signature
fun hasObject(ro: SceneObject): Boolean Parameters Returns
Boolean
|
isSystemPassthroughEnabled
()
|
Is the passthrough system enabled. Returns true if the app is launched in passthrough mode and false if in immersive mode. This value is set at the app launch and will not change during the app's lifetime.
Signature
fun isSystemPassthroughEnabled(): Boolean Returns
Boolean
|
lineSegmentIntersect
(
from
, to
)
|
Test if a line segment intersects with anything in the scene.
Signature
fun lineSegmentIntersect(from: Vector3, to: Vector3): HitInfo? Parameters |
loadRenderModelMesh
(
path
)
|
Load a render model mesh given a path to a device. This uses the XR_FB_render_model OpenXR extension.
Signature
fun loadRenderModelMesh(path: String): SceneMesh? Parameters
path:
String
|
onClick
(
hitInfo
, sourceOfInput
)
| |
onClickDown
(
hitInfo
, sourceOfInput
)
| |
onHoverStart
(
sceneObjectHandle
, sourceOfInput
)
|
Handler for when a pointer start to hover over a SceneObject.
Signature
fun onHoverStart(sceneObjectHandle: Long, sourceOfInput: Entity) Parameters
sceneObjectHandle:
Long
|
onHoverStop
(
sceneObjectHandle
, sourceOfInput
)
|
Handler for when a pointer stops hovering over a SceneObject.
Signature
fun onHoverStop(sceneObjectHandle: Long, sourceOfInput: Entity) Parameters
sceneObjectHandle:
Long
|
onInput
(
hitInfo
, sourceOfInput
, changedIn
, buttonState
)
|
Handler for when we receive input that does intersect with SceneObjects.
Signature
fun onInput(hitInfo: HitInfo, sourceOfInput: Entity, changedIn: Int, buttonState: Int): Boolean Parameters Returns
Boolean
|
onNoIntersectionInput
(
sourceOfInput
, changedIn
, buttonState
)
|
Handler for when we receive input that does not intersect with any SceneObjects.
Signature
fun onNoIntersectionInput(sourceOfInput: Entity, changedIn: Int, buttonState: Int) Parameters
changedIn:
Int
buttonState:
Int
|
playBackgroundSound
(
soundAsset
, volume
, looping
)
|
Plays a sound which attached to the user pose, there is ony one background sound. The sound equivalent to an environment box
Signature
fun playBackgroundSound(soundAsset: SceneAudioAsset, volume: Float, looping: Boolean) Parameters
volume:
Float
looping:
Boolean
|
playSound
(
soundAsset
, position
, volume
)
|
Plays a sound within the 3d environment. The sound spatialization will update depending on head movement.
Signature
fun playSound(soundAsset: SceneAudioAsset, position: Vector3, volume: Float = 1.0f) Parameters
volume:
Float
|
playSound
(
soundfile
, entity
, volume
)
|
Plays a sound within the 3d environment. The sound spatialization will update depending on head movement
Signature
fun playSound(soundfile: SceneAudioAsset, entity: Entity, volume: Float = 1.0f) Parameters
volume:
Float
|
playSound
(
soundAsset
, volume
)
|
Plays a sound which is attached to the user pose
Signature
fun playSound(soundAsset: SceneAudioAsset, volume: Float = 1.0f) Parameters
volume:
Float
|
processQueries
(
dataModel
)
|
Process queries on a data model.
Signature
fun processQueries(dataModel: DataModel): Boolean Parameters
dataModel:
DataModel Returns
Boolean
|
rayArcIntersect
(
from
, forward
, gravity
, steps
, color
)
|
Draws and intersects a ray arc in the scene.
Signature
fun rayArcIntersect(from: Vector3, forward: Vector3, gravity: Vector3, steps: Int, color: Color)): HitInfo? Parameters Returns |
releaseBodyTrackingBuffers
()
|
Releases the buffers allocated for body tracking.
Call this when you no longer need body tracking data to free native memory. It's safe to call multiple times. subsequent calls will be no-ops.
Signature
fun releaseBodyTrackingBuffers() |
reloadShaders
(
baseDir
, vertexShaders
, fragmentShaders
)
|
Hot-reloads the given shaders at runtime. This functionality may be disabled.
Signature
fun reloadShaders(baseDir: String, vertexShaders: List<String>, fragmentShaders: List<String>) Parameters
baseDir:
String
vertexShaders:
List
fragmentShaders:
List
|
removeLayer
(
id
)
|
Remove a Layer form the Scene.
Signature
fun removeLayer(id: Int) Parameters
id:
Int
|
removeObject
(
ro
)
|
Remove a SceneObject from this Scene without destroying it. This allows the SceneObject to be garbage collected and have its finalize() method called for cleanup.
Signature
fun removeObject(ro: SceneObject) Parameters |
requestSceneCapture
()
|
Request scene capture.
Signature
fun requestSceneCapture(): CompletableFuture<Unit> Returns
CompletableFuture
|
resetSessionStartPose
()
|
This function resets the session start pose to the current pose. This can be used to reset the session start pose when the user moves around.
Signature
fun resetSessionStartPose() |
setAudioEnabled
(
enabled
)
|
Enables or disables the audio player. When disabled, audio will not play regardless of focus state. This is independent of focus control and allows developers to completely disable audio even when the app has focus.
Actual audio playback = enabled AND focused
Signature
fun setAudioEnabled(enabled: Boolean) Parameters
enabled:
Boolean
|
setBackfillColor
(
color
)
|
Set the background color of the Scene.
Signature
fun setBackfillColor(color: Color4) Parameters |
setBodyTrackingFidelity
(
fidelity
)
|
Sets the desired body tracking fidelity. The extension XR_META_body_tracking_fidelity is required to use this function.
Signature
fun setBodyTrackingFidelity(fidelity: BodyTrackingFidelity) Parameters |
setBodyTrackingJointSet
(
jointSet
)
|
Selects which body joint topology the body tracking system should provide. It's important to call this before invoking updateBodyTrackingBuffersAtTime for the first time.
Signature
fun setBodyTrackingJointSet(jointSet: JointSet) Parameters |
setColorSpace
(
colorSpace
)
|
Sets the color space used by the compositor for rendering.
This experimental API allows you to configure the color space for the entire scene, affecting how colors are displayed on the device. Different color spaces have different color gamuts (ranges of representable colors).
Example usage:
// Set to P3 for wider color gamut (ideal for images and video) scene.setColorSpace(ColorSpace.P3) // Set to Quest native color space scene.setColorSpace(ColorSpace.QUEST) // Set to Rec. 709 (standard HD video) scene.setColorSpace(ColorSpace.REC709)
Note: The actual color space support may vary depending on the device capabilities.
Signature
fun setColorSpace(colorSpace: Scene.ColorSpace) Parameters
colorSpace:
Scene.ColorSpace
|
setDepthParams
(
minDepth
, maxDepth
)
|
Set the depth parameters on the Scene.
Signature
fun setDepthParams(minDepth: Float, maxDepth: Float) Parameters
minDepth:
Float
maxDepth:
Float
|
setEnvironmentDepthMode
(
mode
)
|
Sets the environment depth mode.
Controls whether and how environment depth sensing is used. Different modes provide different levels of integration between depth data and rendering:
The depth texture is automatically bound globally in shaders when depth sensing is enabled (OCCLUSION or TEXTURE_ONLY modes). You can access it in custom fragment shaders to create depth-aware effects.
Example:
// Enable depth with automatic occlusion (default behavior) scene.setEnvironmentDepthMode(EnvironmentDepthMode.OCCLUSION) // Enable depth texture only for custom shader effects scene.setEnvironmentDepthMode(EnvironmentDepthMode.TEXTURE_ONLY) // Disable depth sensing scene.setEnvironmentDepthMode(EnvironmentDepthMode.OFF)
Signature
fun setEnvironmentDepthMode(mode: EnvironmentDepthMode) Parameters |
setGlobalTransformScale
(
scale
)
|
Sets the global scale factor applied to all transforms in the transform system. This scale is applied globally to all entities during transform calculations.
Signature
fun setGlobalTransformScale(scale: Vector3) Parameters |
setGlobalTransformScale
(
scaleX
, scaleY
, scaleZ
)
|
Sets the global scale factor applied to all transforms in the transform system. This scale is applied globally to all entities during transform calculations.
Signature
fun setGlobalTransformScale(scaleX: Float, scaleY: Float, scaleZ: Float) Parameters
scaleX:
Float
scaleY:
Float
scaleZ:
Float
|
setLayerAlphaBlend
(
id
, srcFactorColor
, dstFactorColor
, srcFactorAlpha
, dstFactorAlpha
)
|
Set the alpha blend factors on a Layer. The integers correspond to the different layer alpha blend factors.
Signature
fun setLayerAlphaBlend(id: Int, srcFactorColor: Int, dstFactorColor: Int, srcFactorAlpha: Int, dstFactorAlpha: Int) Parameters
id:
Int
srcFactorColor:
Int
dstFactorColor:
Int
srcFactorAlpha:
Int
dstFactorAlpha:
Int
|
setLayerClip
(
id
, minLeftU
, minLeftV
, maxLeftU
, maxLeftV
, minRightU
, minRightV
, maxRightU
, maxRightV
)
|
Set clip bounds on a Layer in UV space.
Signature
fun setLayerClip(id: Int, minLeftU: Float, minLeftV: Float, maxLeftU: Float, maxLeftV: Float, minRightU: Float = minLeftU, minRightV: Float = minLeftV, maxRightU: Float = maxLeftU, maxRightV: Float = maxLeftV) Parameters
id:
Int
minLeftU:
Float
minLeftV:
Float
maxLeftU:
Float
maxLeftV:
Float
minRightU:
Float
minRightV:
Float
maxRightU:
Float
maxRightV:
Float
|
setLayerColorScaleBias
(
id
, scaleR
, scaleG
, scaleB
, scaleA
, biasR
, biasG
, biasB
, biasA
)
|
Set the scale and bias on the color of a Layer.
Signature
fun setLayerColorScaleBias(id: Int, scaleR: Float, scaleG: Float, scaleB: Float, scaleA: Float, biasR: Float, biasG: Float, biasB: Float, biasA: Float) Parameters
id:
Int
scaleR:
Float
scaleG:
Float
scaleB:
Float
scaleA:
Float
biasR:
Float
biasG:
Float
biasB:
Float
biasA:
Float
|
setLayerFilters
(
id
, filters
)
|
Applies the specified layer filters
Signature
fun setLayerFilters(id: Int, filters: Int) Parameters
id:
Int
filters:
Int
|
setLayerScale
(
id
, x
, y
, z
)
|
Set the scale of a Layer in the Scene.
Signature
fun setLayerScale(id: Int, x: Float, y: Float, z: Float) Parameters
id:
Int
x:
Float
y:
Float
z:
Float
|
setLayerSecure
(
id
, secureLayer
)
|
When set to true ensures the layer can not be copied or captured by other apps.
Signature
fun setLayerSecure(id: Int, secureLayer: Boolean) Parameters
id:
Int
secureLayer:
Boolean
|
setLayerZIndex
(
id
, zIndex
)
|
Set a Layer's Z index in depth ordering (default 0). If layers have the same z index, we will try to sort by distance to viewer.
Signature
fun setLayerZIndex(id: Int, zIndex: Int) Parameters
id:
Int
zIndex:
Int
|
setLightingEnvironment
(
ambientColor
, sunColor
, sunDirection
, environmentIntensity
)
|
Set the lighting environment for this Scene.
Signature
fun setLightingEnvironment(ambientColor: Vector3, sunColor: Vector3, sunDirection: Vector3, environmentIntensity: Float = 1.0f) |
setPassthroughLUT
(
lut
)
|
Sets a custom lookup table for color grading passthrough rendering. Passing null will remove any existing LUT, resetting passthrough to default colors.
Signature
fun setPassthroughLUT(lut: Lut?) Parameters
lut:
Lut? |
setPreferredDisplayRate
(
rate
)
|
Set the preferred display rate.
Signature
fun setPreferredDisplayRate(rate: Float): Boolean Parameters
rate:
Float
Returns
Boolean
|
setReferenceSpace
(
space
)
|
Sets the current OpenXR reference space. This may be wanted if you are working on a Mixed Reality vs purely Virtual Reality app.
For more details, see the OpenXR documentation.
Signature
fun setReferenceSpace(space: ReferenceSpace) Parameters |
setSecureLayers
(
secureLayers
)
|
When set to true ensures the layers can not be copied or captured by other apps.
Signature
fun setSecureLayers(secureLayers: Boolean) Parameters
secureLayers:
Boolean
|
setSkipRender
(
skipRender
)
|
UNSTABLE API. When set to true skips the rendering of the scene
Signature
fun setSkipRender(skipRender: Boolean) Parameters
skipRender:
Boolean
|
setSpaceComponentStatus
(
anchorHandle
, type
, enable
, timeoutNs
)
|
Set the component status of a space.
Signature
fun setSpaceComponentStatus(anchorHandle: Long, type: Anchor.SpaceComponentType, enable: Boolean, timeoutNs: Long = 0): CompletableFuture<Void> Parameters
anchorHandle:
Long
type:
Anchor.SpaceComponentType
enable:
Boolean
timeoutNs:
Long
Returns
CompletableFuture
|
setViewOrigin
(
x
, y
, z
)
|
Moves the viewer to the specified location.
Signature
fun setViewOrigin(x: Float, y: Float, z: Float) Parameters
x:
Float
y:
Float
z:
Float
|
setViewOrigin
(
x
, y
, z
, degRotation
)
|
Moves the viewer to the specified location, facing the specified direction.
Signature
fun setViewOrigin(x: Float, y: Float, z: Float, degRotation: Float) Parameters
x:
Float
y:
Float
z:
Float
degRotation:
Float
|
setVirtualCameraPose
(
pose
)
|
Set the virtual camera pose.
Signature
fun setVirtualCameraPose(pose: Pose) Parameters |
stopBackgroundSound
()
|
Stop playing the background sound.
Signature
fun stopBackgroundSound() |
tickMRScene
()
|
Process one tick of the Scene.
Signature
fun tickMRScene() |
updateBodyTrackingBuffersAtTime
(
jointPoses
, skeletonJoints
, time
)
|
Updates the body tracking buffers at the specified time (or next predicted display time).
This function retrieves the latest body tracking data (joint poses, skeleton, and tracking flags). It allocates buffers on the first call. The data is updated at the specified time or the next predicted display time if time is 0.
The function resizes the output list to match the number of joints supported by the system, preserving existing capacity where possible to avoid unnecessary allocations.
Manifest requirement: To use body tracking, add the following feature flag to your AndroidManifest.xml:
<uses-feature android:name="com.oculus.software.body_tracking" android:required="true" />
Example:
val jointPoses: MutableList<JointPose> = mutableListOf()
val skeletonJoints: MutableList<SkeletonJoint> = mutableListOf()
// Each frame call (use predicted display time)
if (scene.updateBodyTrackingBuffersAtTime(jointPoses, skeletonJoints)) {
for (jointPose in jointPoses) {
val isValid = (jointPose.flags and JointPose.ValidBits.toInt()) != 0
if (isValid) {
// Safe to use jointPose.pose
}
}
}
// When done
scene.releaseBodyTrackingBuffers()
Signature
fun updateBodyTrackingBuffersAtTime(jointPoses: MutableList<JointPose>, skeletonJoints: MutableList<SkeletonJoint>, time: Long = 0): Boolean Parameters
jointPoses:
MutableList
skeletonJoints:
MutableList
time:
Long
Returns
Boolean
|
updateCylinderLayer
(
id
, radius
, centralAngle
, aspectRatio
, pivotX
, pivotY
, stereoMode
)
|
Update a cylinder layer with new parameters.
Signature
fun updateCylinderLayer(id: Int, radius: Float, centralAngle: Float, aspectRatio: Float, pivotX: Float, pivotY: Float, stereoMode: Int) Parameters
id:
Int
radius:
Float
centralAngle:
Float
aspectRatio:
Float
pivotX:
Float
pivotY:
Float
stereoMode:
Int
|
updateEquirectLayer
(
id
, radius
, centralHorizontalAngle
, upperVerticalAngle
, lowerVerticalAngle
, pivotX
, pivotY
, stereoMode
)
|
Update an equirectangular layer with new parameters.
Signature
fun updateEquirectLayer(id: Int, radius: Float, centralHorizontalAngle: Float, upperVerticalAngle: Float, lowerVerticalAngle: Float, pivotX: Float, pivotY: Float, stereoMode: Int) Parameters
id:
Int
radius:
Float
centralHorizontalAngle:
Float
upperVerticalAngle:
Float
lowerVerticalAngle:
Float
pivotX:
Float
pivotY:
Float
stereoMode:
Int
|
updateIBLEnvironment
(
envFilename
)
|
Update IBL environment with an image filename.
Signature
fun updateIBLEnvironment(envFilename: String) Parameters
envFilename:
String
|
updateQuadLayer
(
id
, dimW
, dimH
, pivotX
, pivotY
, stereoMode
)
|
Update a quad layer with new parameters.
Signature
fun updateQuadLayer(id: Int, dimW: Float, dimH: Float, pivotX: Float, pivotY: Float, stereoMode: Int) Parameters
id:
Int
dimW:
Float
dimH:
Float
pivotX:
Float
pivotY:
Float
stereoMode:
Int
|
updateViewOrigin
(
deltaMove
, deltaRotation
)
|
Offset the viewer by a certain amount.
Signature
fun updateViewOrigin(deltaMove: Float, deltaRotation: Float) Parameters
deltaMove:
Float
deltaRotation:
Float
|
enum ColorSpace : Enum<Scene.ColorSpace>
| Member | Description |
|---|---|
UNMANAGED |
Unmanaged color space - no color space conversion
|
REC2020 |
Rec. 2020 color space (HDR, wide gamut)
|
REC709 |
Rec. 709 color space (standard HD video)
|
RIFT_CV1 |
Rift CV1 color space
|
RIFT_S |
Rift S color space
|
QUEST |
Quest native color space
|
P3 |
Display P3 color space (wide gamut, better for images and video)
|
ADOBE_RGB |
Adobe RGB color space (wide gamut for photography)
|
value
: Int
[Get] |
The integer value used by the native OpenXR color space API
Signature
val value: Int |