5.2. The Teleport Client library¶
5.2.1. Introduction¶
TeleportClient is a library that provides client functionality, in particular client-specific networking and object management.
5.2.2. Classes¶
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struct ClientServerState¶
The generic state of the client hardware device e.g. headset, controllers etc. There exists one of these for each server, plus one for the null server (local state).
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class ClientPipeline¶
Contains the full pipeline and member nodes for the client.
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class Config¶
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class DiscoveryService¶
Abstract discovery service for clients to connect to the server.
Public Functions
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uint64_t Discover(uint64_t server_uid, std::string serverIP, uint16_t serverDiscoveryPort)¶
Returns Client ID.
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uint64_t Discover(uint64_t server_uid, std::string serverIP, uint16_t serverDiscoveryPort)¶
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class OpenXR¶
Subclassed by teleport::UseOpenXR, teleport::android::OpenXR
Public Functions
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void SetFallbackBinding(ActionId actionId, std::string path)¶
Set a “virtual” pose binding - e.g. mouse emulation.
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void OnMouseButtonPressed(bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, int nMouseWheelDelta)¶
Process mouse and keyboard.
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void RemoveNodePoseMapping(avs::uid server_uid, avs::uid uid)¶
Remove the mapping of the specified node - it has perhaps been unmapped or destroyed.
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const std::vector<InputMapping> &GetServerInputMappings(avs::uid server_uid)¶
Get the currently bound input mappings for the server.
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const std::map<avs::uid, NodePoseMapping> &GetServerNodePoseMappings(avs::uid server_uid)¶
Get the currently bound pose mappings for the server.
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const avs::Pose &GetHeadPose_StageSpace() const¶
Get the head pose in the device’s stage space (axes adapted to the Engineering standard, Z=up).
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void SetFallbackBinding(ActionId actionId, std::string path)¶
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class SessionClient : public avs::GenericTargetInterface¶
Public Functions
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void ApplySetup(const teleport::core::SetupCommand &s)¶
For use only internally or by Renderer for the local session.
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bool IsReadyToRender() const¶
Is this client ready to render, i.e. does it have the final setup from the server required to initialize rendering? return true if ready, false if not.
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void ApplySetup(const teleport::core::SetupCommand &s)¶
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struct SignalingServer¶
Identifies a remote server as seen by the DiscoveryService.