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-rw-r--r--modules/openxr/doc_classes/OpenXRAction.xml4
-rw-r--r--modules/openxr/doc_classes/OpenXRActionSet.xml2
-rw-r--r--modules/openxr/doc_classes/OpenXRHand.xml42
-rw-r--r--modules/openxr/doc_classes/OpenXRInterface.xml15
4 files changed, 59 insertions, 4 deletions
diff --git a/modules/openxr/doc_classes/OpenXRAction.xml b/modules/openxr/doc_classes/OpenXRAction.xml
index d1a2ce2d2e..a3a45ebb4c 100644
--- a/modules/openxr/doc_classes/OpenXRAction.xml
+++ b/modules/openxr/doc_classes/OpenXRAction.xml
@@ -6,7 +6,7 @@
<description>
This resource defines an OpenXR action. Actions can be used both for inputs (buttons/joystick/trigger/etc) and outputs (haptics).
OpenXR performs automatic conversion between action type and input type whenever possible. An analogue trigger bound to a boolean action will thus return [code]false[/code] if the trigger is depressed and [code]true[/code] if pressed fully.
- Actions are not directly bound to specific devices, instead OpenXR recognises a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths.
+ Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths.
Note that the name of the resource is used to register the action with.
</description>
<tutorials>
@@ -16,7 +16,7 @@
The type of action.
</member>
<member name="localized_name" type="String" setter="set_localized_name" getter="get_localized_name" default="&quot;&quot;">
- The localised description of this action.
+ The localized description of this action.
</member>
<member name="toplevel_paths" type="PackedStringArray" setter="set_toplevel_paths" getter="get_toplevel_paths" default="PackedStringArray()">
A collections of toplevel paths to which this action can be bound.
diff --git a/modules/openxr/doc_classes/OpenXRActionSet.xml b/modules/openxr/doc_classes/OpenXRActionSet.xml
index db3259ec07..39e518750a 100644
--- a/modules/openxr/doc_classes/OpenXRActionSet.xml
+++ b/modules/openxr/doc_classes/OpenXRActionSet.xml
@@ -36,7 +36,7 @@
Collection of actions for this action set.
</member>
<member name="localized_name" type="String" setter="set_localized_name" getter="get_localized_name" default="&quot;&quot;">
- The localised name of this action set.
+ The localized name of this action set.
</member>
<member name="priority" type="int" setter="set_priority" getter="get_priority" default="0">
The priority for this action set.
diff --git a/modules/openxr/doc_classes/OpenXRHand.xml b/modules/openxr/doc_classes/OpenXRHand.xml
new file mode 100644
index 0000000000..5d5f8a6126
--- /dev/null
+++ b/modules/openxr/doc_classes/OpenXRHand.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="OpenXRHand" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+ <brief_description>
+ Node supporting finger tracking in OpenXR.
+ </brief_description>
+ <description>
+ This node enables OpenXR's hand tracking functionality. The node should be a child node of an [XROrigin3D] node, tracking will update its position to where the player's actual hand is positioned. This node also updates the skeleton of a properly skinned hand model. The hand mesh should be a child node of this node.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="hand" type="int" setter="set_hand" getter="get_hand" enum="OpenXRHand.Hands" default="0">
+ Specifies whether this node tracks the left or right hand of the player.
+ </member>
+ <member name="hand_skeleton" type="NodePath" setter="set_hand_skeleton" getter="get_hand_skeleton" default="NodePath(&quot;&quot;)">
+ Set a [Skeleton3D] node for which the pose positions will be updated.
+ </member>
+ <member name="motion_range" type="int" setter="set_motion_range" getter="get_motion_range" enum="OpenXRHand.MotionRange" default="0">
+ Set the motion range (if supported) limiting the hand motion.
+ </member>
+ </members>
+ <constants>
+ <constant name="HAND_LEFT" value="0" enum="Hands">
+ Tracking the player's left hand.
+ </constant>
+ <constant name="HAND_RIGHT" value="1" enum="Hands">
+ Tracking the player's right hand.
+ </constant>
+ <constant name="HAND_MAX" value="2" enum="Hands">
+ Maximum supported hands.
+ </constant>
+ <constant name="MOTION_RANGE_UNOBSTRUCTED" value="0" enum="MotionRange">
+ When player grips, hand skeleton will form a full fist.
+ </constant>
+ <constant name="MOTION_RANGE_CONFORM_TO_CONTROLLER" value="1" enum="MotionRange">
+ When player grips, hand skeleton conforms to the controller the player is holding.
+ </constant>
+ <constant name="MOTION_RANGE_MAX" value="2" enum="MotionRange">
+ Maximum supported motion ranges.
+ </constant>
+ </constants>
+</class>
diff --git a/modules/openxr/doc_classes/OpenXRInterface.xml b/modules/openxr/doc_classes/OpenXRInterface.xml
index 25bf496de9..7251a4a9bd 100644
--- a/modules/openxr/doc_classes/OpenXRInterface.xml
+++ b/modules/openxr/doc_classes/OpenXRInterface.xml
@@ -5,11 +5,24 @@
</brief_description>
<description>
The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
- Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialised when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
+ Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
</description>
<tutorials>
<link title="Setting up XR">$DOCS_URL/tutorials/xr/setting_up_xr.html</link>
</tutorials>
+ <methods>
+ <method name="get_available_display_refresh_rates" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the OpenXR runtime and after the interface has been initialized.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="display_refresh_rate" type="float" setter="set_display_refresh_rate" getter="get_display_refresh_rate" default="0.0">
+ The display refresh rate for the current HMD. Only functional if this feature is supported by the OpenXR runtime and after the interface has been initialized.
+ </member>
+ </members>
<signals>
<signal name="pose_recentered">
<description>