Maintained at https://github.com/OSVR/SteamVR-OSVR
For details, see http://osvr.github.io
For support, see http://support.osvr.com
This is a SteamVR driver for allowing applications written against that API to work with hardware and software running with the OSVR software framework.
Note that despite similar goals, the internal models of the two systems are not the same (in most cases, OSVR has a more flexible, descriptive model), so if you're writing an application from scratch, be sure to evaluate that. This driver exists primarily for compatibility reasons (a bit like the Unity or Unreal integration, but more general), so existing software using the SteamVR system can run on OSVR. OSVR ClientKit itself (along with its wrappers/engine integrations) is and remains the first-class preferred API for working with OSVR.
- CMake v3.1 or newer, latest version always recommended
- A compiler supporting C++11
- On Windows, Visual Studio 2013 recommended.
- Recent compilers on Linux are fine too.
- Mac OS X not tested/supported yet - feel free to pitch in and help change this!
- Somehow create or acquire a build of the following (make sure the bits match for everything that's not header-only):
- OSVR-Core
- Client libraries are sufficient if you're building from scratch for this purpose only.
- Windows snapshot builds are available at http://access.osvr.com/binary/osvr-core
- Boost
- headers-only is fine: no compiled libraries are required
- jsoncpp
- prebuilt Visual Studio binaries available at http://access.osvr.com/binary/deps/jsoncpp
- OSVR-Core
- An installation of the Valve Software OpenVR SDK
- This is currently provided as a git submodule.
- Run
git submodule --init --update
to download the OpenVR SDK.
Use CMake to configure/generate your build. You'll essentially use CMake just as any other project - that is, something like:
mkdir build
cd build
cmake ..
is a start for the command-line-oriented. Or, if you prefer a GUI, this screencast demonstrates configurating and building with CMake's GUI.
The one detail is that you'll want to add the variable CMAKE_PREFIX_PATH
and set it to the root directories/"prefixes" (semicolon-separated) where the dependency binaries are (the directory that immediately contains bin, include, and so on.)
Another configuration setting you'll want to consider is CMAKE_INSTALL_PREFIX
- you'll probably want to set this to a local directory (like a directory on your desktop), or to the root of a SteamVR/OpenVR tree, since when building the INSTALL
project (VS) or the install
target (all other build systems), the driver will get installed into the drivers/[platform]/
subdirectory of the install prefix. The system-wide SteamVR install directory on Windows is usually something like C:/Program Files (x86)/Steam/steamapps/common/SteamVR
though install there at your own risk!
Use your native build tool - open the generated Visual Studio solution, run make
, etc.
As mentioned above, the install
target will place the driver binary in a specific directory. If that's not a standard directory, or if you don't re-configure SteamVR/OpenVR to look there, you'll need to copy the driver to such a directory manually.
-
This project: Licensed under the Apache License, Version 2.0.
-
Vendored projects included in the source tree:
-
/vendor/eigen-3.2.4
- Unpacked release from http://eigen.tuxfamily.org/ - header-only library under the MPL2 (a file-level copyleft, compatible with proprietary software), used with the preprocessor definitionEIGEN_MPL2_ONLY
to exclude modules with other license from the build. -
/vendor/libcxx
- Extracted files from libc++ - dual-licensed under the MIT and the University of Illinois "BSD-Like" licenses. See that directory for full copyright, license, and credits. -
/vendor/util-headers
- Select header files from util-headers - licensed under the Boost Software License v1.0.
-