Documentation
¶
Overview ¶
Package OpenXRHand provides methods for working with OpenXRHand object instances.
Index ¶
- type Advanced
- type Any
- type BoneUpdate
- type Hands
- type Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode3D() Node3D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsOpenXRHand() Instance
- func (self Instance) BoneUpdate() gdclass.OpenXRHandBoneUpdate
- func (self Instance) Hand() gdclass.OpenXRHandHands
- func (self Instance) HandSkeleton() string
- func (self Instance) MotionRange() gdclass.OpenXRHandMotionRange
- func (self Instance) SetBoneUpdate(value gdclass.OpenXRHandBoneUpdate)
- func (self Instance) SetHand(value gdclass.OpenXRHandHands)
- func (self Instance) SetHandSkeleton(value string)
- func (self Instance) SetMotionRange(value gdclass.OpenXRHandMotionRange)
- func (self Instance) SetSkeletonRig(value gdclass.OpenXRHandSkeletonRig)
- func (self Instance) SkeletonRig() gdclass.OpenXRHandSkeletonRig
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type MotionRange
- type SkeletonRig
Constants ¶
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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 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
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 (Instance) AsOpenXRHand ¶
func (Instance) BoneUpdate ¶
func (self Instance) BoneUpdate() gdclass.OpenXRHandBoneUpdate
func (Instance) Hand ¶
func (self Instance) Hand() gdclass.OpenXRHandHands
func (Instance) HandSkeleton ¶
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 (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 ¶
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 )