godot/modules/openxr/scene/openxr_hand.h
Malcolm Nixon c316eee929 Add bone update option to OpenXRHand to allow preserving original hand scale.
This is useful if the hand model is not weighted to support re-scaling to the users hands; or the hand is scaled to non-human sizes.
2024-01-15 23:55:13 -05:00

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4.1 KiB
C++

/**************************************************************************/
/* openxr_hand.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/**************************************************************************/
#ifndef OPENXR_HAND_H
#define OPENXR_HAND_H
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include <openxr/openxr.h>
class OpenXRAPI;
class OpenXRHandTrackingExtension;
class OpenXRHand : public Node3D {
GDCLASS(OpenXRHand, Node3D);
public:
enum Hands { // Deprecated, need to change this to OpenXRInterface::Hands.
HAND_LEFT,
HAND_RIGHT,
HAND_MAX
};
enum MotionRange { // Deprecated, need to change this to OpenXRInterface::HandMotionRange.
MOTION_RANGE_UNOBSTRUCTED,
MOTION_RANGE_CONFORM_TO_CONTROLLER,
MOTION_RANGE_MAX
};
enum SkeletonRig {
SKELETON_RIG_OPENXR,
SKELETON_RIG_HUMANOID,
SKELETON_RIG_MAX
};
enum BoneUpdate {
BONE_UPDATE_FULL,
BONE_UPDATE_ROTATION_ONLY,
BONE_UPDATE_MAX
};
private:
struct JointData {
int bone = -1;
int parent_joint = -1;
};
OpenXRAPI *openxr_api = nullptr;
OpenXRHandTrackingExtension *hand_tracking_ext = nullptr;
Hands hand = HAND_LEFT;
MotionRange motion_range = MOTION_RANGE_UNOBSTRUCTED;
NodePath hand_skeleton;
SkeletonRig skeleton_rig = SKELETON_RIG_OPENXR;
BoneUpdate bone_update = BONE_UPDATE_FULL;
JointData joints[XR_HAND_JOINT_COUNT_EXT];
void _set_motion_range();
Skeleton3D *get_skeleton();
void _get_joint_data();
void _update_skeleton();
protected:
static void _bind_methods();
public:
OpenXRHand();
void set_hand(Hands p_hand);
Hands get_hand() const;
void set_motion_range(MotionRange p_motion_range);
MotionRange get_motion_range() const;
void set_hand_skeleton(const NodePath &p_hand_skeleton);
NodePath get_hand_skeleton() const;
void set_skeleton_rig(SkeletonRig p_skeleton_rig);
SkeletonRig get_skeleton_rig() const;
void set_bone_update(BoneUpdate p_bone_update);
BoneUpdate get_bone_update() const;
void _notification(int p_what);
};
VARIANT_ENUM_CAST(OpenXRHand::Hands)
VARIANT_ENUM_CAST(OpenXRHand::MotionRange)
VARIANT_ENUM_CAST(OpenXRHand::SkeletonRig)
VARIANT_ENUM_CAST(OpenXRHand::BoneUpdate)
#endif // OPENXR_HAND_H