add a list of planned features and their completion status to the main readme file
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@@ -5,6 +5,12 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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# Added
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- Added a list of planned features and their completion status to the main README file.
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## [1.9.1] - 2023-10-11
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### Fixed
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@@ -350,4 +356,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
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### Added
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- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
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- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
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@@ -53,6 +53,39 @@ The following modules are intended to be used by the C++ users of this plugin:
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Please note that modules postfixed with **Impl** are intended for interal use and are discouraged to be used by the users of the API. The modules postfixed with **Kismet** are exposing the functionality of the equivalent modules to Blueprints. For other modules descriptions, please see [the Directory Structure section](#directory-structure).
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## Planned Features Completion Status
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- [X] Full SenseGlove low-level core API access through Unreal C++.
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- [X] Full SenseGlove low-level core API access through Blueprint.
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- [X] DK 1 Support
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- [X] Nova 1 Support
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- [ ] Nova 2 Support
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- [X] Support for Microsoft Windows and GNU/Linux as a development platform.
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- [X] Support for Microsoft Windows, GNU/Linux x64, GNU/Linux AArch64, and Android as a deployment platform.
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- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
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- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
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- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
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- [X] On-device calibration for Android without the need for SenseCom.
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- [X] Haptic feedback including force feedback, buzz, and thumper commands.
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- [X] A customizable Grab component that could be added to any actor.
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- [X] A customizable Touch component that could be added to any actor.
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- [X] Ability to grab and throw objects around.
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- [X] Separation of the real and virtual hand rendering.
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- [X] An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
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- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
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- [X] A generic Settings module with the ability to override settings.
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- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
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- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
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- [ ] Get tracking input from sources other than a SenseGlove device.
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- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
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- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
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- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog)
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- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
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- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
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- [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
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- [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
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- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering)
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## Directory Structure
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```
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