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Rework XR positional trackers
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53
doc/classes/XRNode3D.xml
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53
doc/classes/XRNode3D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="XRNode3D" inherits="Node3D" version="4.0">
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<brief_description>
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A spatial node that has its position automatically updated by the [XRServer].
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</brief_description>
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<description>
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This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node.
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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_has_tracking_data" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the [member tracker] has current tracking data for the [member pose] being tracked.
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</description>
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</method>
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<method name="get_is_active" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the [member tracker] has been registered and the [member pose] is being tracked.
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</description>
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</method>
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<method name="get_pose">
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<return type="XRPose" />
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<description>
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Returns the [XRPose] containing the current state of the pose being tracked. This gives access to additional properties of this pose.
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</description>
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</method>
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<method name="trigger_haptic_pulse">
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<return type="void" />
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<argument index="0" name="action_name" type="String" />
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<argument index="1" name="frequency" type="float" />
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<argument index="2" name="amplitude" type="float" />
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<argument index="3" name="duration_sec" type="float" />
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<argument index="4" name="delay_sec" type="float" />
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<description>
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Triggers a haptic pulse on a device associated with this interface.
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[code]action_name[/code] is the name of the action for this pulse.
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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="pose" type="StringName" setter="set_pose_name" getter="get_pose_name" default="&"default"">
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The name of the pose we're bound to. Which poses a tracker supports is not known during design time.
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Godot defines number of standard pose names such as [code]aim[/code] and [code]grip[/code] but other may be configured within a given [XRInterface].
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</member>
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<member name="tracker" type="StringName" setter="set_tracker" getter="get_tracker" default="&""">
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The name of the tracker we're bound to. Which trackers are available is not known during design time.
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Godot defines a number of standard trackers such as [code]left_hand[/code] and [code]right_hand[/code] but others may be configured within a given [XRInterface].
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</member>
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</members>
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</class>
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