346f1ab86b
Keep on waitin'
56 lines
3.5 KiB
XML
56 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="XRPose" inherits="RefCounted" version="4.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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This object contains all data related to a pose on a tracked object.
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</brief_description>
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<description>
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XR runtimes often identify multiple locations on devices such as controllers that are spatially tracked.
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Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_adjusted_transform" qualifiers="const">
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<return type="Transform3D" />
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<description>
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Returns the [member transform] with world scale and our reference frame applied. This is the transform used to position [XRNode3D] objects.
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
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The angular velocity for this pose.
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</member>
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<member name="has_tracking_data" type="bool" setter="set_has_tracking_data" getter="get_has_tracking_data" default="false">
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If [code]true[/code] our tracking data is up to date. If [code]false[/code] we're no longer receiving new tracking data and our state is whatever that last valid state was.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
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The linear velocity of this pose.
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</member>
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<member name="name" type="StringName" setter="set_name" getter="get_name" default="&""">
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The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects [XRInterface]s to implement:
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- [code]root[/code] defines a root location, often used for tracked objects that do not have further nodes.
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- [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this.
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- [code]grip[/code] defines the location where the user grips the controller
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- [code]skeleton[/code] defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime.
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</member>
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<member name="tracking_confidence" type="int" setter="set_tracking_confidence" getter="get_tracking_confidence" enum="XRPose.TrackingConfidence" default="0">
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The tracking confidence for this pose, provides insight on how accurate the spatial positioning of this record is.
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</member>
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<member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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The transform containing the original and transform as reported by the XR runtime.
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</member>
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</members>
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<constants>
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<constant name="XR_TRACKING_CONFIDENCE_NONE" value="0" enum="TrackingConfidence">
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No tracking information is available for this pose.
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</constant>
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<constant name="XR_TRACKING_CONFIDENCE_LOW" value="1" enum="TrackingConfidence">
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Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured.
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</constant>
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<constant name="XR_TRACKING_CONFIDENCE_HIGH" value="2" enum="TrackingConfidence">
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Tracking information is deemed accurate and up to date.
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</constant>
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</constants>
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</class>
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