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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
43 lines
2.0 KiB
XML
43 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="OpenXRHand" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Node supporting finger tracking in OpenXR.
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</brief_description>
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<description>
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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 where the player's actual hand is positioned. This node also updates the skeleton of a properly skinned hand model. The hand mesh should be a child node of this node.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="hand" type="int" setter="set_hand" getter="get_hand" enum="OpenXRHand.Hands" default="0">
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Specifies whether this node tracks the left or right hand of the player.
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</member>
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<member name="hand_skeleton" type="NodePath" setter="set_hand_skeleton" getter="get_hand_skeleton" default="NodePath("")">
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Set a [Skeleton3D] node for which the pose positions will be updated.
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</member>
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<member name="motion_range" type="int" setter="set_motion_range" getter="get_motion_range" enum="OpenXRHand.MotionRange" default="0">
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Set the motion range (if supported) limiting the hand motion.
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</member>
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</members>
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<constants>
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<constant name="HAND_LEFT" value="0" enum="Hands">
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Tracking the player's left hand.
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</constant>
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<constant name="HAND_RIGHT" value="1" enum="Hands">
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Tracking the player's right hand.
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</constant>
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<constant name="HAND_MAX" value="2" enum="Hands">
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Maximum supported hands.
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</constant>
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<constant name="MOTION_RANGE_UNOBSTRUCTED" value="0" enum="MotionRange">
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When player grips, hand skeleton will form a full fist.
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</constant>
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<constant name="MOTION_RANGE_CONFORM_TO_CONTROLLER" value="1" enum="MotionRange">
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When player grips, hand skeleton conforms to the controller the player is holding.
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</constant>
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<constant name="MOTION_RANGE_MAX" value="2" enum="MotionRange">
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Maximum supported motion ranges.
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</constant>
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</constants>
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</class>
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