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Add OpenXR hand tracking demo

Bastiaan Olij 1 year ago
parent
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      xr/openxr_hand_tracking_demo/.gitignore
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      xr/openxr_hand_tracking_demo/README.md
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      xr/openxr_hand_tracking_demo/hand_info.gd
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      xr/openxr_hand_tracking_demo/main.tscn
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      xr/openxr_hand_tracking_demo/objects/box.tscn
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      xr/openxr_hand_tracking_demo/objects/table.tscn
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      xr/openxr_hand_tracking_demo/openxr_action_map.tres
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      xr/openxr_hand_tracking_demo/pickup/pickup_able_body.gd
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      xr/openxr_hand_tracking_demo/pickup/pickup_handler.gd
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      xr/openxr_hand_tracking_demo/project.godot
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      xr/openxr_hand_tracking_demo/screenshots/hand_tracking_demo.png
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      xr/openxr_hand_tracking_demo/start_vr.gd

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xr/openxr_hand_tracking_demo/.gitignore

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+# Ignore our Android build folder, should be installed by user if needed
+android/
+
+# Ignore vendor plugin add on folder, should be installed by user if needed
+addons/godotopenxrvendors/

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xr/openxr_hand_tracking_demo/README.md

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+# XR Hand Tracking Demo
+
+This is a demo showing OpenXRs hand tracking and controller tracking logic.
+
+Language: GDScript
+
+Renderer: Compatibility
+
+> Note: this demo requires Godot 4.3 or later
+
+## Screenshots
+
+![Screenshot](screenshots/hand_tracking_demo.png)
+
+## How does it work?
+
+Being able to see the players hands, and having those hands interact with elements in the environment are paramount to a good XR experience.
+
+In this demo we look at the off the shelf logic for displaying a hand model that is automated based on either controller input or through optical tracking of the players hands.
+We also implement logic that allows interaction based on input from the action map that allows the user to pick up the blocks in this demo.
+
+The problem this poses to us is that there have been two schools of thought around what hand tracking actually means,
+and depending on the XR runtime in use there may be gaps in functionality.
+
+### Hand tracking is only for optical tracking
+
+The first school of thought treats hand tracking as a separate system that purely focusses on optical hand tracking.
+The hand tracking API in OpenXR, even if reported as supported, will only provide data if optical hand tracking is used.
+
+This means that when controllers are used, no data is available and you as a developer have to come up with your own
+solution for displaying a hand mesh and animating it according to controller input.
+Note that the current version of Godot XR Tools contains a full solution for this.
+
+Equally in this line of thought, the action map is only applicable to controller input.
+You as a developer are responsible for implementing some means of gesture recognition when optical hand tracking is active.
+
+This becomes extra nightmarish when support for both controller tracking and optical hand tracking needs to be supported in a single application.
+
+### The unified approach
+
+The second school of thought ignores the differences between controller tracking and optical hand tracking
+and treats them as two versions of the same.
+Especially with controllers like the Valve Index, or with various data gloves that are treated as controllers,
+there is no discernible difference here.
+
+The hand tracking API is mostly used for visualising the players hand with bone positions either being inferred
+from controller input or matching the optical tracking.
+For advanced gesture recognition you would still use this data however it is now accessible regardless of
+the physical means in which this data is obtained.
+
+At the same time, in this school of thought the action map system is seen as the primary means to gain input
+and is no longer restriced to input from controllers. The XR runtime is now responsible for recognising base
+gestures such as pinching and pointing resulting in inputs that can be bound in the action map.
+
+OpenXR is moving towards this approach and this demo has been build in accordance with this however not all runtimes have been updated yet.
+
+SteamVR has followed this approach for a long time and works out of the box, however SteamVR treats everything as controllers resulting in some short comings when a Quest is used over Meta Link or Steam Link and optical hand tracking is used.
+
+Metas native Quest runtime on all versions of Quest now support OpenXRs "data source extension" which Godot enables when hand tracking is enabled.
+However Meta does not yet support OpenXRs "hand interaction profile extension" which is required.
+
+Meta link is still trailing behind and does not support this brave new world **yet**.
+
+For other runtimes like Picos, HTC, Varjos, Magic Leaps, etc. may or may not yet support the required extensions.
+
+### Conclusion
+
+Due to the wildgrowth in capabilities in XR runtimes,
+and there being no solid way to detect the full limitations of the platform you are currently on,
+Godot XR Tools does not have support for the hand tracking API and purely relies on its own inferred hand positioning approach.
+
+However with more and more runtimes adopting these new extensions any solution that targets platforms with support,
+it is becoming possible to rely on the hand tracking API.
+
+This demo project shows what that future looks like.
+
+## Hand tracking API
+
+As mentioned, the hand tracking API is at the center of visualising the users hand.
+In Godot 4.3 we overhauled the system so the XR Interface needs to convert hand tracking data to the Godot humanoid skeleton hand bone layout.
+This also means that this logic works both in WebXR, OpenXR and any other XR Interface that adds support for this feature.
+
+Hand tracking now also makes use of the new Skeleton Modifier logic in Godot 4.3 however
+the skeleton is posed in the hands local space, while positioning is provided through a XRNode3D node.
+
+This split is applied because:
+
+* positioning is always within the local space of the XROrigin3D node
+* there are many use cases where the positioning may be ignored or modified
+
+> Note that the trackers used for the hand tracking API are `/user/hand_tracker/left` and `/user/hand_tracker/right`.
+
+## (Half) body Tracking API
+
+Just an honerable mention of this, this is not part of this demo but Godot now also has support
+for half and full body tracking that includes hand tracking. This functionality however is only
+available on a limited number of XR runtimes.
+
+## Action map
+
+As mentioned, we're using the action map here for input however when optical hand tracking is used
+we rely on OpenXRs hand interaction profile extension. Without support for this extension this demo
+will not fully function.
+
+This can be solved by checking that no interaction profile has been bound to our XRController3D node,
+and performing our own gesture detection.
+As this would greatly increase the complexity of this demo and the expectation is that this extension
+will soon see wide adoption, this is left out of the demo.
+
+> Some headsets will support the simple controller when hand tracking is enabled.
+> The simple controller interaction profile doesn't support an input for grabbing.
+> In this scenario you can grab the cubes using the pinch gesture
+> (touch the tip of your thumb with the tip of our index finger).
+
+We are not using the default action map and instead have created an action map specific to this use case.
+
+There are only two actions needed for this example:
+- `pose` is used to position the XRController3D nodes and mapped to the grip pose in most cases
+- `pickup` is used as the input for picking up an object, and mapped accordingly.
+
+The pickup logic itself is split into two components:
+
+* `pickup_handler.gd/.tscn` is an Area3D node with logic that is added as a child to an XRController3D node and handles the logic for that hand to pick up objects in range.
+* `pickup_able_body.gd` is a script that can be added to a RigidBody3D node to make it possible to pick up/drop that object.
+
+> Note that the trackers used by the action map are `left_hand` and `right_hand`.
+
+### MSFT Hand interaction extension
+
+Microsoft introduced a hand interaction extension that Godot now supports and is configured for this project.
+Several other vendors such as Meta have added support for this extension as well.
+
+With this extension both grab gestures and pinch gestures are supported and you can thus pick up the blocks in this project by making a grab motion (making a fist).
+
+### HTC Hand interaction extension
+
+HTC introduced a hand interaction extension that Godot now support however this has not been implemented in this project.
+This extension introduces two new trackers requiring you to change the trackers on the XRController3D node to make this work.
+
+## Local floor reference space
+
+A final notable element is that this demo uses the local floor reference space.
+
+With this reference space the XR runtime will center the player on the XROrigin3D node when the user triggers the recenter logic.
+The startup behavior is different between different XR runtimes, Quest will attempt to remember where you recentered last, while SteamVR tends to reset this to default.
+It can thus not be guaranteed the player is in the correct spot when the demo starts.
+Hence the instructions suggesting the user recenters.
+
+## Running on PCVR
+
+This project can be run as normal for PCVR. Ensure that an OpenXR runtime has been installed.
+This project has been tested with the Oculus client and SteamVR OpenXR runtimes.
+Note that Godot currently can't run using the WMR OpenXR runtime. Install SteamVR with WMR support.
+
+## Running on standalone VR
+
+You must install the Android build templates and OpenXR loader plugin and configure an export template for your device.
+Please follow [the instructions for deploying on Android in the manual](https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html).
+

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xr/openxr_hand_tracking_demo/assets/gltf/LeftHandHumanoid.gltf

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+ 53 - 0
xr/openxr_hand_tracking_demo/hand_info.gd

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+extends Node3D
+
+@export_enum("Left", "Right") var hand : int = 0
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta):
+	var text = ""
+
+	if hand == 0:
+		text += "Left hand\n"
+	else:
+		text += "Right hand\n"
+
+	var controller_tracker : XRPositionalTracker = XRServer.get_tracker("left_hand" if hand == 0 else "right_hand")
+	if controller_tracker:
+		var profile = controller_tracker.profile.replace("/interaction_profiles/", "").replace("/", " ")
+		text += "\nProfile: " + profile + "\n"
+
+		var pose : XRPose = controller_tracker.get_pose("pose")
+		if pose:
+			if pose.tracking_confidence == XRPose.XR_TRACKING_CONFIDENCE_NONE:
+				text += "- No tracking data\n"
+			elif pose.tracking_confidence == XRPose.XR_TRACKING_CONFIDENCE_LOW:
+				text += "- Low confidence tracking data\n"
+			elif pose.tracking_confidence == XRPose.XR_TRACKING_CONFIDENCE_HIGH:
+				text += "- High confidence tracking data\n"
+			else:
+				text += "- Unknown tracking data %d \n" % [ pose.tracking_confidence ]
+		else:
+			text += "- No pose data\n"
+	else:
+		text += "\nNo controller tracker found!\n"
+
+	var hand_tracker : XRHandTracker = XRServer.get_tracker("/user/hand_tracker/left" if hand == 0 else "/user/hand_tracker/right")
+	if hand_tracker:
+		text += "\nHand tracker found\n"
+
+		if hand_tracker.has_tracking_data:
+			if hand_tracker.hand_tracking_source == XRHandTracker.HAND_TRACKING_SOURCE_UNKNOWN:
+				text += "- Source: unknown\n"
+			elif hand_tracker.hand_tracking_source == XRHandTracker.HAND_TRACKING_SOURCE_UNOBSTRUCTED:
+				text += "- Source: optical hand tracking\n"
+			elif hand_tracker.hand_tracking_source == XRHandTracker.HAND_TRACKING_SOURCE_CONTROLLER:
+				text += "- Source: inferred from controller\n"
+			else:
+				text += "- Source: %d\n" % [ hand_tracker.hand_tracking_source ]
+		else:
+			text += "- No tracking data\n"
+	else:
+		text += "\nNo hand tracker found!\n"
+
+	$Info.text = text

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+
+[ext_resource type="Script" path="res://hand_info.gd" id="1_kp65y"]
+
+[node name="HandInfo" type="Node3D"]
+script = ExtResource("1_kp65y")
+
+[node name="Info" type="Label3D" parent="."]
+pixel_size = 0.0015
+text = "Hand info
+.
+.
+.
+."
+horizontal_alignment = 0
+vertical_alignment = 2
+autowrap_mode = 3

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+[ext_resource type="PackedScene" uid="uid://cerkxyasq8t8b" path="res://objects/box.tscn" id="7_6sqt7"]
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+albedo_color = Color(0.187808, 0.607643, 0.279312, 1)
+albedo_texture = ExtResource("4_3x0ea")
+uv1_scale = Vector3(100, 100, 100)
+
+[sub_resource type="PlaneMesh" id="PlaneMesh_6hhse"]
+material = SubResource("StandardMaterial3D_dxr1t")
+size = Vector2(1000, 1000)
+subdivide_width = 10
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+
+[node name="Main" type="Node3D"]
+
+[node name="StartVR" type="Node3D" parent="."]
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+[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
+environment = SubResource("Environment_0xu52")
+
+[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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+directional_shadow_max_distance = 10.0
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+pixel_size = 0.003
+text = "If you are not facing the table,
+recenter your headset.
+
+On Quest, hold the Meta button
+on your right controller
+for several seconds
+
+In SteamVR, open the menu and
+select recenter and follow
+instructions"
+
+[node name="Table" parent="." instance=ExtResource("6_rfmma")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5)
+
+[node name="Box01" parent="Table" instance=ExtResource("7_6sqt7")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.941084, 0)
+
+[node name="Box02" parent="Table" instance=ExtResource("7_6sqt7")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.13752, 0.941084, 0)
+
+[node name="Box03" parent="Table" instance=ExtResource("7_6sqt7")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0746718, 1.06282, 0)
+
+[node name="LeftHandInfo" parent="Table" instance=ExtResource("5_wlhtu")]
+transform = Transform3D(0.939693, -0.085635, 0.331126, 0, 0.968147, 0.25038, -0.34202, -0.23528, 0.909761, -0.713026, 0.8718, -0.309953)
+
+[node name="RightHandInfo" parent="Table" instance=ExtResource("5_wlhtu")]
+transform = Transform3D(0.939693, 0.085635, -0.331126, 0, 0.968147, 0.25038, 0.34202, -0.23528, 0.909761, 0.278022, 0.8718, -0.381943)
+hand = 1
+
+[node name="XROrigin3D" type="XROrigin3D" parent="."]
+
+[node name="XRCamera3D" type="XRCamera3D" parent="XROrigin3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
+
+[node name="LeftHandController" type="XRController3D" parent="XROrigin3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1, -0.5)
+tracker = &"left_hand"
+pose = &"pose"
+show_when_tracked = true
+
+[node name="PickupHandler" parent="XROrigin3D/LeftHandController" instance=ExtResource("3_sg1io")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.05, 0, 0)
+pickup_action = "pickup"
+
+[node name="RightHandController" type="XRController3D" parent="XROrigin3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1, -0.5)
+tracker = &"right_hand"
+pose = &"pose"
+show_when_tracked = true
+
+[node name="PickupHandler" parent="XROrigin3D/RightHandController" instance=ExtResource("3_sg1io")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.05, 0, 0)
+pickup_action = "pickup"
+
+[node name="LeftHandMesh" type="XRNode3D" parent="XROrigin3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1, -0.5)
+tracker = &"/user/hand_tracker/left"
+show_when_tracked = true
+
+[node name="LeftHandHumanoid2" parent="XROrigin3D/LeftHandMesh" instance=ExtResource("2_3hxem")]
+
+[node name="XRHandModifier3D" type="XRHandModifier3D" parent="XROrigin3D/LeftHandMesh/LeftHandHumanoid2/LeftHandHumanoid/Skeleton3D" index="1"]
+
+[node name="RightHandMesh" type="XRNode3D" parent="XROrigin3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1, -0.5)
+tracker = &"/user/hand_tracker/right"
+show_when_tracked = true
+
+[node name="RightHandHumanoid2" parent="XROrigin3D/RightHandMesh" instance=ExtResource("3_oifi1")]
+
+[node name="XRHandModifier3D" type="XRHandModifier3D" parent="XROrigin3D/RightHandMesh/RightHandHumanoid2/RightHandHumanoid/Skeleton3D" index="1"]
+hand_tracker = &"/user/hand_tracker/right"
+
+[editable path="XROrigin3D/LeftHandMesh/LeftHandHumanoid2"]
+[editable path="XROrigin3D/RightHandMesh/RightHandHumanoid2"]

+ 25 - 0
xr/openxr_hand_tracking_demo/objects/box.tscn

@@ -0,0 +1,25 @@
+[gd_scene load_steps=6 format=3 uid="uid://cerkxyasq8t8b"]
+
+[ext_resource type="Script" path="res://pickup/pickup_able_body.gd" id="1_mxwa3"]
+[ext_resource type="Texture2D" uid="uid://b1waowk6l76ap" path="res://assets/images/pattern.png" id="1_t4uiq"]
+
+[sub_resource type="BoxShape3D" id="BoxShape3D_jjy5v"]
+margin = 0.001
+size = Vector3(0.1, 0.1, 0.1)
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ecfgs"]
+albedo_texture = ExtResource("1_t4uiq")
+
+[sub_resource type="BoxMesh" id="BoxMesh_ajubj"]
+material = SubResource("StandardMaterial3D_ecfgs")
+size = Vector3(0.1, 0.1, 0.1)
+
+[node name="Box" type="RigidBody3D"]
+script = ExtResource("1_mxwa3")
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+shape = SubResource("BoxShape3D_jjy5v")
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
+mesh = SubResource("BoxMesh_ajubj")
+skeleton = NodePath("../CollisionShape3D")

+ 65 - 0
xr/openxr_hand_tracking_demo/objects/table.tscn

@@ -0,0 +1,65 @@
+[gd_scene load_steps=8 format=3 uid="uid://hanl00aqvu7u"]
+
+[ext_resource type="Texture2D" uid="uid://b1waowk6l76ap" path="res://assets/images/pattern.png" id="1_h5hgt"]
+
+[sub_resource type="BoxShape3D" id="BoxShape3D_vtble"]
+size = Vector3(1, 0.1, 0.5)
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yh46n"]
+albedo_color = Color(0.704983, 0.442908, 0.226976, 1)
+albedo_texture = ExtResource("1_h5hgt")
+uv1_scale = Vector3(3, 1, 1)
+
+[sub_resource type="BoxMesh" id="BoxMesh_ud4mc"]
+material = SubResource("StandardMaterial3D_yh46n")
+size = Vector3(1, 0.1, 0.5)
+
+[sub_resource type="BoxShape3D" id="BoxShape3D_dgs2r"]
+size = Vector3(0.1, 0.7, 0.1)
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gf8o1"]
+albedo_color = Color(0.754123, 0.902538, 0.996894, 1)
+albedo_texture = ExtResource("1_h5hgt")
+uv1_scale = Vector3(1, 3, 1)
+
+[sub_resource type="BoxMesh" id="BoxMesh_l0vgn"]
+material = SubResource("StandardMaterial3D_gf8o1")
+size = Vector3(0.1, 0.7, 0.1)
+
+[node name="Table" type="StaticBody3D"]
+
+[node name="TableSurfaceShape" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.75, 0)
+shape = SubResource("BoxShape3D_vtble")
+
+[node name="TableSurfaceMesh" type="MeshInstance3D" parent="TableSurfaceShape"]
+mesh = SubResource("BoxMesh_ud4mc")
+skeleton = NodePath("../..")
+
+[node name="TableLegShape01" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.45, 0.35, -0.2)
+shape = SubResource("BoxShape3D_dgs2r")
+
+[node name="TableLegMesh" type="MeshInstance3D" parent="TableLegShape01"]
+mesh = SubResource("BoxMesh_l0vgn")
+
+[node name="TableLegShape02" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.45, 0.35, -0.2)
+shape = SubResource("BoxShape3D_dgs2r")
+
+[node name="TableLegMesh" type="MeshInstance3D" parent="TableLegShape02"]
+mesh = SubResource("BoxMesh_l0vgn")
+
+[node name="TableLegShape03" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.45, 0.35, 0.2)
+shape = SubResource("BoxShape3D_dgs2r")
+
+[node name="TableLegMesh" type="MeshInstance3D" parent="TableLegShape03"]
+mesh = SubResource("BoxMesh_l0vgn")
+
+[node name="TableLegShape04" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.45, 0.35, 0.2)
+shape = SubResource("BoxShape3D_dgs2r")
+
+[node name="TableLegMesh" type="MeshInstance3D" parent="TableLegShape04"]
+mesh = SubResource("BoxMesh_l0vgn")

+ 99 - 0
xr/openxr_hand_tracking_demo/openxr_action_map.tres

@@ -0,0 +1,99 @@
+[gd_resource type="OpenXRActionMap" load_steps=23 format=3 uid="uid://dydgx5ktpcmdl"]
+
+[sub_resource type="OpenXRAction" id="OpenXRAction_ywi2s"]
+resource_name = "pose"
+localized_name = "Pose"
+action_type = 3
+toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
+
+[sub_resource type="OpenXRAction" id="OpenXRAction_vayrd"]
+resource_name = "haptic"
+localized_name = "Haptic"
+action_type = 4
+toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
+
+[sub_resource type="OpenXRAction" id="OpenXRAction_h3dsb"]
+resource_name = "pickup"
+localized_name = "Pickup"
+toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
+
+[sub_resource type="OpenXRActionSet" id="OpenXRActionSet_c2hwm"]
+resource_name = "godot"
+localized_name = "Godot action set"
+actions = [SubResource("OpenXRAction_ywi2s"), SubResource("OpenXRAction_vayrd"), SubResource("OpenXRAction_h3dsb")]
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_r6sxc"]
+action = SubResource("OpenXRAction_ywi2s")
+paths = PackedStringArray("/user/hand/left/input/grip/pose", "/user/hand/right/input/grip/pose")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_j0h30"]
+action = SubResource("OpenXRAction_vayrd")
+paths = PackedStringArray("/user/hand/left/output/haptic", "/user/hand/right/output/haptic")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_govyu"]
+action = SubResource("OpenXRAction_h3dsb")
+paths = PackedStringArray("/user/hand/left/input/select/click", "/user/hand/right/input/select/click")
+
+[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_643al"]
+interaction_profile_path = "/interaction_profiles/khr/simple_controller"
+bindings = [SubResource("OpenXRIPBinding_r6sxc"), SubResource("OpenXRIPBinding_j0h30"), SubResource("OpenXRIPBinding_govyu")]
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_fd646"]
+action = SubResource("OpenXRAction_h3dsb")
+paths = PackedStringArray("/user/hand/left/input/grasp_ext/value", "/user/hand/right/input/grasp_ext/value")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_wkfos"]
+action = SubResource("OpenXRAction_ywi2s")
+paths = PackedStringArray("/user/hand/left/input/grip/pose", "/user/hand/right/input/grip/pose")
+
+[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_nhhi0"]
+interaction_profile_path = "/interaction_profiles/ext/hand_interaction_ext"
+bindings = [SubResource("OpenXRIPBinding_fd646"), SubResource("OpenXRIPBinding_wkfos")]
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_gv55f"]
+action = SubResource("OpenXRAction_ywi2s")
+paths = PackedStringArray("/user/hand/left/input/grip/pose", "/user/hand/right/input/grip/pose")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_mp0xr"]
+action = SubResource("OpenXRAction_h3dsb")
+paths = PackedStringArray("/user/hand/left/input/squeeze/value", "/user/hand/right/input/squeeze/value")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_86te5"]
+action = SubResource("OpenXRAction_vayrd")
+paths = PackedStringArray("/user/hand/left/output/haptic", "/user/hand/right/output/haptic")
+
+[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_wrsh4"]
+interaction_profile_path = "/interaction_profiles/oculus/touch_controller"
+bindings = [SubResource("OpenXRIPBinding_gv55f"), SubResource("OpenXRIPBinding_mp0xr"), SubResource("OpenXRIPBinding_86te5")]
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_n476d"]
+action = SubResource("OpenXRAction_ywi2s")
+paths = PackedStringArray("/user/hand/left/input/grip/pose", "/user/hand/right/input/grip/pose")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_dh54r"]
+action = SubResource("OpenXRAction_h3dsb")
+paths = PackedStringArray("/user/hand/left/input/squeeze/value", "/user/hand/right/input/squeeze/value")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_tc2nk"]
+action = SubResource("OpenXRAction_vayrd")
+paths = PackedStringArray("/user/hand/left/output/haptic", "/user/hand/right/output/haptic")
+
+[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_lah6t"]
+interaction_profile_path = "/interaction_profiles/valve/index_controller"
+bindings = [SubResource("OpenXRIPBinding_n476d"), SubResource("OpenXRIPBinding_dh54r"), SubResource("OpenXRIPBinding_tc2nk")]
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_vhdol"]
+action = SubResource("OpenXRAction_ywi2s")
+paths = PackedStringArray("/user/hand/left/input/grip/pose", "/user/hand/right/input/grip/pose")
+
+[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_pwv0l"]
+action = SubResource("OpenXRAction_h3dsb")
+paths = PackedStringArray("/user/hand/left/input/squeeze/value", "/user/hand/right/input/squeeze/value")
+
+[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_51rtw"]
+interaction_profile_path = "/interaction_profiles/microsoft/hand_interaction"
+bindings = [SubResource("OpenXRIPBinding_vhdol"), SubResource("OpenXRIPBinding_pwv0l")]
+
+[resource]
+action_sets = [SubResource("OpenXRActionSet_c2hwm")]
+interaction_profiles = [SubResource("OpenXRInteractionProfile_643al"), SubResource("OpenXRInteractionProfile_nhhi0"), SubResource("OpenXRInteractionProfile_wrsh4"), SubResource("OpenXRInteractionProfile_lah6t"), SubResource("OpenXRInteractionProfile_51rtw")]

+ 111 - 0
xr/openxr_hand_tracking_demo/pickup/pickup_able_body.gd

@@ -0,0 +1,111 @@
+extends RigidBody3D
+class_name PickupAbleBody3D
+
+
+var highlight_material : Material = preload("res://shaders/highlight_material.tres")
+var picked_up_by : Area3D
+var closest_areas : Array
+
+var original_parent : Node3D
+var tween : Tween
+
+# Called when this object becomes the closest body in an area
+func add_is_closest(area : Area3D) -> void:
+	if not closest_areas.has(area):
+		closest_areas.push_back(area)
+
+	_update_highlight()
+
+
+# Called when this object becomes the closest body in an area
+func remove_is_closest(area : Area3D) -> void:
+	if closest_areas.has(area):
+		closest_areas.erase(area)
+
+	_update_highlight()
+
+
+# Returns whether we have been picked up.
+func is_picked_up() -> bool:
+	# If we have a valid picked up by object,
+	# we've been picked up
+	if picked_up_by:
+		return true
+
+	return false
+
+
+# Pick this object up.
+func pick_up(pick_up_by) -> void:
+	# Already picked up? Can't pick up twice.
+	if picked_up_by:
+		if picked_up_by == pick_up_by:
+			return
+
+		let_go()
+
+	# Remember some state we want to reapply on release.
+	original_parent = get_parent()
+	var current_transform = global_transform
+
+	# Remove us from our old parent.
+	original_parent.remove_child(self)
+
+	# Process our pickup.
+	picked_up_by = pick_up_by
+	picked_up_by.add_child(self)
+	global_transform = current_transform
+	freeze = true
+
+	# Kill any existing tween and create a new one.
+	if tween:
+		tween.kill()
+	tween = create_tween()
+
+	# Snap the object to this transform.
+	var snap_to : Transform3D
+
+	# Add code here to determine snap position and orientation.
+
+	# Now tween
+	tween.tween_property(self, "transform", snap_to, 0.1)
+
+
+# Let this object go.
+func let_go() -> void:
+	# Ignore if we haven't been picked up.
+	if not picked_up_by:
+		return
+
+	# Cancel any ongoing tween
+	if tween:
+		tween.kill()
+		tween = null
+
+	# Remember our current transform.
+	var current_transform = global_transform
+
+	# Remove us from what picked us up.
+	picked_up_by.remove_child(self)
+	picked_up_by = null
+
+	# Reset some state.
+	original_parent.add_child(self)
+	global_transform = current_transform
+	freeze = false
+
+
+# Update our highlight to show that we can be picked up
+func _update_highlight() -> void:
+	if not picked_up_by and not closest_areas.is_empty():
+		# add highlight
+		for child in get_children():
+			if child is MeshInstance3D:
+				var mesh_instance : MeshInstance3D = child
+				mesh_instance.material_overlay = highlight_material
+	else:
+		# remove highlight
+		for child in get_children():
+			if child is MeshInstance3D:
+				var mesh_instance : MeshInstance3D = child
+				mesh_instance.material_overlay = null

+ 118 - 0
xr/openxr_hand_tracking_demo/pickup/pickup_handler.gd

@@ -0,0 +1,118 @@
+@tool
+extends Area3D
+class_name PickupHandler3D
+
+# This area3D class detects all physics bodys based on
+# PickupAbleBody3D within range and handles the logic
+# for selecting the closest one and allowing pickup
+# of that object.
+
+# Detect range specifies within what radius we detect
+# objects we can pick up.
+@export var detect_range : float = 0.3:
+	set(value):
+		detect_range = value
+		if is_inside_tree():
+			_update_detect_range()
+			_update_closest_body()
+
+# Pickup Action specifies the action in the OpenXR
+# action map that triggers our pickup function.
+@export var pickup_action : String = "pickup"
+
+var closest_body : PickupAbleBody3D
+var picked_up_body: PickupAbleBody3D
+var was_pickup_pressed : bool = false
+
+# Update our detection range.
+func _update_detect_range() -> void:
+	var shape : SphereShape3D = $CollisionShape3D.shape
+	if shape:
+		shape.radius = detect_range
+
+
+# Update our closest body.
+func _update_closest_body() -> void:
+	# Do not do this when we're in the editor.
+	if Engine.is_editor_hint():
+		return
+
+	# Do not check this if we've picked something up.
+	if picked_up_body:
+		if closest_body:
+			closest_body.remove_is_closest(self)
+			closest_body = null
+
+		return
+
+	# Find the body that is currently the closest.
+	var new_closest_body : PickupAbleBody3D
+	var closest_distance : float = 1000000.0
+
+	for body in get_overlapping_bodies():
+		if body is PickupAbleBody3D and not body.is_picked_up():
+			var distance_squared = (body.global_position - global_position).length_squared()
+			if distance_squared < closest_distance:
+				new_closest_body = body
+				closest_distance = distance_squared
+
+	# Unchanged? Just exit
+	if closest_body == new_closest_body:
+		return
+
+	# We had a closest body
+	if closest_body:
+		closest_body.remove_is_closest(self)
+
+	closest_body = new_closest_body
+	if closest_body:
+		closest_body.add_is_closest(self)
+
+
+# Get our controller that we are a child of
+func _get_parent_controller() -> XRController3D:
+	var parent : Node = get_parent()
+	while parent:
+		if parent is XRController3D:
+			return parent
+
+		parent = parent.get_parent()
+
+	return null
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+	_update_detect_range()
+	_update_closest_body()
+
+
+# Called every physics frame
+func _physics_process(delta) -> void:
+	# As we move our hands we need to check if the closest body
+	# has changed.
+	_update_closest_body()
+
+	# Check if our pickup action is true
+	var pickup_pressed = false
+	var controller : XRController3D = _get_parent_controller()
+	if controller:
+		# While OpenXR can return this as a boolean, there is a lot of
+		# difference in handling thresholds between platforms.
+		# So we implement our own logic here.
+		var pickup_value : float = controller.get_float(pickup_action)
+		var threshold : float = 0.4 if was_pickup_pressed else 0.6
+		pickup_pressed = pickup_value > threshold
+
+	# Do we need to let go?
+	if picked_up_body and not pickup_pressed:
+		picked_up_body.let_go()
+		picked_up_body = null
+
+	# Do we need to pick something up
+	if not picked_up_body and not was_pickup_pressed and pickup_pressed and closest_body:
+		picked_up_body = closest_body
+		picked_up_body.pick_up(self)
+
+	# Remember our state for the next frame
+	was_pickup_pressed = pickup_pressed

+ 18 - 0
xr/openxr_hand_tracking_demo/pickup/pickup_handler.tscn

@@ -0,0 +1,18 @@
+[gd_scene load_steps=3 format=3 uid="uid://byif52d1xkl3u"]
+
+[ext_resource type="Script" path="res://pickup/pickup_handler.gd" id="1_5qec3"]
+
+[sub_resource type="SphereShape3D" id="SphereShape3D_i5on0"]
+resource_local_to_scene = true
+margin = 0.001
+radius = 0.3
+
+[node name="PickupHandler" type="Area3D"]
+script = ExtResource("1_5qec3")
+pickup_action = null
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+shape = SubResource("SphereShape3D_i5on0")
+
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
+[connection signal="body_exited" from="." to="." method="_on_body_exited"]

+ 39 - 0
xr/openxr_hand_tracking_demo/project.godot

@@ -0,0 +1,39 @@
+; Engine configuration file.
+; It's best edited using the editor UI and not directly,
+; since the parameters that go here are not all obvious.
+;
+; Format:
+;   [section] ; section goes between []
+;   param=value ; assign values to parameters
+
+config_version=5
+
+[application]
+
+config/name="openxr_hand_tracking_demo"
+run/main_scene="res://main.tscn"
+config/features=PackedStringArray("4.3", "GL Compatibility")
+config/icon="res://icon.svg"
+
+[debug]
+
+settings/stdout/verbose_stdout=true
+
+[editor_plugins]
+
+enabled=PackedStringArray()
+
+[rendering]
+
+renderer/rendering_method="gl_compatibility"
+renderer/rendering_method.mobile="gl_compatibility"
+textures/vram_compression/import_etc2_astc=true
+
+[xr]
+
+openxr/enabled=true
+openxr/reference_space=2
+openxr/foveation_level=2
+openxr/foveation_dynamic=true
+openxr/extensions/hand_interaction_profile=true
+shaders/enabled=true

BIN
xr/openxr_hand_tracking_demo/screenshots/hand_tracking_demo.png


+ 34 - 0
xr/openxr_hand_tracking_demo/screenshots/hand_tracking_demo.png.import

@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dvj2ofetki3oi"
+path="res://.godot/imported/hand_tracking_demo.png-7ba3fe63e5b4cae9d220943b88a7ab14.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://screenshots/hand_tracking_demo.png"
+dest_files=["res://.godot/imported/hand_tracking_demo.png-7ba3fe63e5b4cae9d220943b88a7ab14.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1

+ 12 - 0
xr/openxr_hand_tracking_demo/shaders/highlight_material.tres

@@ -0,0 +1,12 @@
+[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://bys74qhnreu01"]
+
+[ext_resource type="Shader" uid="uid://cs1jlvgrhd4ac" path="res://shaders/highlight_shader.tres" id="1_gvs70"]
+
+[resource]
+render_priority = 0
+shader = ExtResource("1_gvs70")
+shader_parameter/albedo = Color(0.727706, 0.726254, 0, 1)
+shader_parameter/grow = 0.002
+shader_parameter/specular = 0.5
+shader_parameter/metallic = 0.0
+shader_parameter/roughness = 1.0

+ 28 - 0
xr/openxr_hand_tracking_demo/shaders/highlight_shader.tres

@@ -0,0 +1,28 @@
+[gd_resource type="Shader" format=3 uid="uid://cs1jlvgrhd4ac"]
+
+[resource]
+code = "// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D.
+
+shader_type spatial;
+render_mode blend_mix, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded;
+
+uniform vec4 albedo : source_color;
+uniform float grow : hint_range(-16.0, 16.0, 0.001);
+
+uniform float specular : hint_range(0.0, 1.0, 0.01);
+uniform float metallic : hint_range(0.0, 1.0, 0.01);
+uniform float roughness : hint_range(0.0, 1.0);
+
+void vertex() {
+	// Standard grow along the normal will create seams
+	VERTEX += normalize(VERTEX) * grow;
+}
+
+void fragment() {
+	ALBEDO = albedo.rgb;
+
+	METALLIC = metallic;
+	SPECULAR = specular;
+	ROUGHNESS = roughness;
+}
+"

+ 112 - 0
xr/openxr_hand_tracking_demo/start_vr.gd

@@ -0,0 +1,112 @@
+extends Node3D
+
+signal focus_lost
+signal focus_gained
+signal pose_recentered
+
+@export var maximum_refresh_rate : int = 90
+
+var xr_interface : OpenXRInterface
+var xr_is_focused := false
+
+
+func _ready() -> void:
+	xr_interface = XRServer.find_interface("OpenXR")
+	if xr_interface and xr_interface.is_initialized():
+		print("OpenXR instantiated successfully.")
+		var vp : Viewport = get_viewport()
+
+		# Enable XR on our viewport.
+		vp.use_xr = true
+
+		# Make sure V-Sync is off, as V-Sync is handled by OpenXR.
+		DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
+
+		# Enable variable rate shading.
+		if RenderingServer.get_rendering_device():
+			vp.vrs_mode = Viewport.VRS_XR
+		elif int(ProjectSettings.get_setting("xr/openxr/foveation_level")) == 0:
+			push_warning("OpenXR: Recommend setting Foveation level to High in Project Settings")
+
+		# Connect the OpenXR events.
+		xr_interface.session_begun.connect(_on_openxr_session_begun)
+		xr_interface.session_visible.connect(_on_openxr_visible_state)
+		xr_interface.session_focussed.connect(_on_openxr_focused_state)
+		xr_interface.session_stopping.connect(_on_openxr_stopping)
+		xr_interface.pose_recentered.connect(_on_openxr_pose_recentered)
+	else:
+		# We couldn't start OpenXR.
+		print("OpenXR not instantiated!")
+		get_tree().quit()
+
+
+# Handle OpenXR session ready.
+func _on_openxr_session_begun() -> void:
+	# Get the reported refresh rate.
+	var current_refresh_rate := xr_interface.get_display_refresh_rate()
+	if current_refresh_rate > 0:
+		print("OpenXR: Refresh rate reported as ", str(current_refresh_rate))
+	else:
+		print("OpenXR: No refresh rate given by XR runtime")
+
+	# See if we have a better refresh rate available.
+	var new_rate := current_refresh_rate
+	var available_rates: Array = xr_interface.get_available_display_refresh_rates()
+	if available_rates.is_empty():
+		print("OpenXR: Target does not support refresh rate extension")
+	elif available_rates.size() == 1:
+		# Only one available, so use it.
+		new_rate = available_rates[0]
+	else:
+		for rate in available_rates:
+			if rate > new_rate and rate <= maximum_refresh_rate:
+				new_rate = rate
+
+	# Did we find a better rate?
+	if current_refresh_rate != new_rate:
+		print("OpenXR: Setting refresh rate to ", str(new_rate))
+		xr_interface.set_display_refresh_rate(new_rate)
+		current_refresh_rate = new_rate
+
+	# Now match our physics rate. This is currently needed to avoid jittering,
+	# due to physics interpolation not being used.
+	Engine.physics_ticks_per_second = roundi(current_refresh_rate)
+
+
+# Handle OpenXR visible state.
+func _on_openxr_visible_state() -> void:
+	# We always pass this state at startup,
+	# but the second time we get this, it means our player took off their headset.
+	if xr_is_focused:
+		print("OpenXR lost focus")
+
+		xr_is_focused = false
+
+		# Pause our game.
+		process_mode = Node.PROCESS_MODE_DISABLED
+
+		focus_lost.emit()
+
+
+# Handle OpenXR focused state
+func _on_openxr_focused_state() -> void:
+	print("OpenXR gained focus")
+	xr_is_focused = true
+
+	# Unpause our game.
+	process_mode = Node.PROCESS_MODE_INHERIT
+
+	focus_gained.emit()
+
+
+# Handle OpenXR stopping state.
+func _on_openxr_stopping() -> void:
+	# Our session is being stopped.
+	print("OpenXR is stopping")
+
+
+# Handle OpenXR pose recentered signal.
+func _on_openxr_pose_recentered() -> void:
+	# User recentered view, we have to react to this by recentering the view.
+	# This is game implementation dependent.
+	pose_recentered.emit()