openxr_hand_interaction_extension.h 3.5 KB

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  1. /**************************************************************************/
  2. /* openxr_hand_interaction_extension.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "openxr_extension_wrapper.h"
  32. // When supported the hand interaction extension introduces an interaction
  33. // profile that becomes active when the user either lets go of their
  34. // controllers or isn't using controllers at all.
  35. //
  36. // The OpenXR specification states that all XR runtimes that support this
  37. // interaction profile should also allow it's controller to use this
  38. // interaction profile.
  39. // This means that if you only supply this interaction profile in your
  40. // action map, it should work both when the player is holding a controller
  41. // or using visual hand tracking.
  42. //
  43. // This allows easier portability between games that use controller
  44. // tracking or hand tracking.
  45. //
  46. // See: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_interaction
  47. // for more information.
  48. class OpenXRHandInteractionExtension : public OpenXRExtensionWrapper {
  49. GDCLASS(OpenXRHandInteractionExtension, OpenXRExtensionWrapper);
  50. protected:
  51. static void _bind_methods() {}
  52. public:
  53. static OpenXRHandInteractionExtension *get_singleton();
  54. OpenXRHandInteractionExtension();
  55. virtual ~OpenXRHandInteractionExtension() override;
  56. virtual HashMap<String, bool *> get_requested_extensions() override;
  57. bool is_available();
  58. virtual void on_register_metadata() override;
  59. private:
  60. static OpenXRHandInteractionExtension *singleton;
  61. bool available = false;
  62. };