godot/scene/3d/xr_hand_modifier_3d.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

88 lines
3.4 KiB
C++
Raw Normal View History

/**************************************************************************/
/* xr_hand_modifier_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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 */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef XR_HAND_MODIFIER_3D_H
#define XR_HAND_MODIFIER_3D_H
#include "scene/3d/node_3d.h"
#include "servers/xr/xr_hand_tracker.h"
class Skeleton3D;
/**
The XRHandModifier3D node drives a hand skeleton using hand tracking
data from an XRHandTracking instance.
*/
class XRHandModifier3D : public Node3D {
GDCLASS(XRHandModifier3D, Node3D);
public:
enum BoneUpdate {
BONE_UPDATE_FULL,
BONE_UPDATE_ROTATION_ONLY,
BONE_UPDATE_MAX
};
void set_hand_tracker(const StringName &p_tracker_name);
StringName get_hand_tracker() const;
void set_target(const NodePath &p_target);
NodePath get_target() const;
void set_bone_update(BoneUpdate p_bone_update);
BoneUpdate get_bone_update() const;
void _notification(int p_what);
protected:
static void _bind_methods();
private:
struct JointData {
int bone = -1;
int parent_joint = -1;
};
StringName tracker_name = "/user/left";
NodePath target;
BoneUpdate bone_update = BONE_UPDATE_FULL;
JointData joints[XRHandTracker::HAND_JOINT_MAX];
Skeleton3D *get_skeleton();
void _get_joint_data();
void _update_skeleton();
void _tracker_changed(StringName p_tracker_name, const Ref<XRHandTracker> &p_tracker);
};
VARIANT_ENUM_CAST(XRHandModifier3D::BoneUpdate)
#endif // XR_HAND_MODIFIER_3D_H