refactor the animation, wrist tracking, and hand interaction manipulation systems for FXRMotionControllerData compatibility

This commit is contained in:
Mamadou Babaei
2024-08-16 16:29:36 +02:00
parent dccf6ad013
commit 84315e146f
16 changed files with 425 additions and 341 deletions
+6 -6
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@@ -54,7 +54,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status
### Implemented as of v2.1.0
### Implemented as of v2.2.0
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
@@ -83,13 +83,13 @@ Please note that modules postfixed with **Impl** are intended for interal use an
- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [X] FXRMotionControllerData compatible hand animation system.
- [X] FXRMotionControllerData compatible wrist tracking system.
- [X] FXRMotionControllerData compatible hand interaction manipulation system.
- [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
### Upcoming features planned for the v2.2.0 release
### Upcoming features planned for the v2.3.0 release
- [ ] FXRMotionControllerData compatible hand animation system.
- [ ] FXRMotionControllerData compatible wrist tracking system.
- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
- [ ] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions.
### Planned features long-term