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@@ -14024,6 +14024,44 @@ return {
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}
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}
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},
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},
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functions = {
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functions = {
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+ {
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+ name = "animate",
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+ tag = "input",
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+ summary = "Animate a model to match its Device input state.",
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+ description = "Animates a device model to match its current input state. The buttons and joysticks on a controller will move as they're pressed/moved and hand models will move to match skeletal input.\n\nThe model should have been created using `lovr.headset.newModel` with the `animated` flag set to `true`.",
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+ key = "lovr.headset.animate",
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+ module = "lovr.headset",
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+ variants = {
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+ {
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+ arguments = {
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+ {
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+ name = "device",
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+ type = "Device",
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+ description = "The device to use for the animation data.",
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+ default = "head"
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+ },
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+ {
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+ name = "model",
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+ type = "Model",
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+ description = "The model to animate."
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+ }
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+ },
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+ returns = {
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+ {
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+ name = "success",
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+ type = "boolean",
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+ description = "Whether the animation was applied successfully to the Model. If the Model was not compatible or animation data for the device was not available, this will be `false`."
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+ }
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+ }
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+ }
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+ },
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+ related = {
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+ "lovr.headset.newModel",
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+ "Model:animate",
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+ "Model:pose"
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+ },
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+ notes = "Currently this function is supported for OpenVR controller models and Oculus hand models.\n\nThis function may animate using node-based animation or skeletal animation. `Model:hasJoints` can be used on a Model so you know if a Shader with the `animated` ShaderFlag needs to be used to render the results properly.\n\nIt's possible to use models that weren't created with `lovr.headset.newModel` but they need to be set up carefully to have the same structure as the models provided by the headset SDK."
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+ },
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{
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{
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name = "getAngularVelocity",
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name = "getAngularVelocity",
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tag = "input",
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tag = "input",
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