OpenXRHand

package
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Published: Feb 8, 2025 License: MIT Imports: 21 Imported by: 0

Documentation

Overview

Package OpenXRHand provides methods for working with OpenXRHand object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsOpenXRHand() Instance
}

type BoneUpdate

type BoneUpdate = gdclass.OpenXRHandBoneUpdate //gd:OpenXRHand.BoneUpdate
const (
	/*The skeletons bones are fully updated (both position and rotation) to match the tracked bones.*/
	BoneUpdateFull BoneUpdate = 0
	/*The skeletons bones are only rotated to align with the tracked bones, preserving bone length.*/
	BoneUpdateRotationOnly BoneUpdate = 1
	/*Maximum supported bone update mode.*/
	BoneUpdateMax BoneUpdate = 2
)

type Hands

type Hands = gdclass.OpenXRHandHands //gd:OpenXRHand.Hands
const (
	/*Tracking the player's left hand.*/
	HandLeft Hands = 0
	/*Tracking the player's right hand.*/
	HandRight Hands = 1
	/*Maximum supported hands.*/
	HandMax Hands = 2
)

type Instance

type Instance [1]gdclass.OpenXRHand

This node enables OpenXR's hand tracking functionality. The node should be a child node of an [XROrigin3D] node, tracking will update its position to the player's tracked hand Palm joint location (the center of the middle finger's metacarpal bone). This node also updates the skeleton of a properly skinned hand or avatar model. If the skeleton is a hand (one of the hand bones is the root node of the skeleton), then the skeleton will be placed relative to the hand palm location and the hand mesh and skeleton should be children of the OpenXRHand node. If the hand bones are part of a full skeleton, then the root of the hand will keep its location with the assumption that IK is used to position the hand and arm. By default the skeleton hand bones are repositioned to match the size of the tracked hand. To preserve the modeled bone sizes change [member bone_update] to apply rotation only.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsOpenXRHand

func (self Instance) AsOpenXRHand() Instance

func (Instance) BoneUpdate

func (self Instance) BoneUpdate() gdclass.OpenXRHandBoneUpdate

func (Instance) Hand

func (self Instance) Hand() gdclass.OpenXRHandHands

func (Instance) HandSkeleton

func (self Instance) HandSkeleton() string

func (Instance) MotionRange

func (self Instance) MotionRange() gdclass.OpenXRHandMotionRange

func (Instance) SetBoneUpdate

func (self Instance) SetBoneUpdate(value gdclass.OpenXRHandBoneUpdate)

func (Instance) SetHand

func (self Instance) SetHand(value gdclass.OpenXRHandHands)

func (Instance) SetHandSkeleton

func (self Instance) SetHandSkeleton(value string)

func (Instance) SetMotionRange

func (self Instance) SetMotionRange(value gdclass.OpenXRHandMotionRange)

func (Instance) SetSkeletonRig

func (self Instance) SetSkeletonRig(value gdclass.OpenXRHandSkeletonRig)

func (Instance) SkeletonRig

func (self Instance) SkeletonRig() gdclass.OpenXRHandSkeletonRig

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type MotionRange

type MotionRange = gdclass.OpenXRHandMotionRange //gd:OpenXRHand.MotionRange
const (
	/*When player grips, hand skeleton will form a full fist.*/
	MotionRangeUnobstructed MotionRange = 0
	/*When player grips, hand skeleton conforms to the controller the player is holding.*/
	MotionRangeConformToController MotionRange = 1
	/*Maximum supported motion ranges.*/
	MotionRangeMax MotionRange = 2
)

type SkeletonRig

type SkeletonRig = gdclass.OpenXRHandSkeletonRig //gd:OpenXRHand.SkeletonRig
const (
	/*An OpenXR compliant skeleton.*/
	SkeletonRigOpenxr SkeletonRig = 0
	/*A [SkeletonProfileHumanoid] compliant skeleton.*/
	SkeletonRigHumanoid SkeletonRig = 1
	/*Maximum supported hands.*/
	SkeletonRigMax SkeletonRig = 2
)

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