restructure the planned features completion status

This commit is contained in:
Mamadou Babaei
2023-10-26 14:42:49 +02:00
parent 9e6b31cd34
commit 895569e83b
+10 -2
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@@ -55,12 +55,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status
- [ ] A default hand mesh rigged with the standard SenseGlove default hand pose.
### Implemented as of v1.9.1
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
- [X] DK 1 Support.
- [X] Nova 1 Support.
- [ ] Nova 2 Support.
- [X] Support for Microsoft Windows as a development platform.
- [X] Support for GNU/Linux as a development platform.
- [X] Support for Microsoft Windows as a deployment platform.
@@ -80,7 +80,15 @@ Please note that modules postfixed with **Impl** are intended for interal use an
- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- [X] A generic Settings module with the ability to override settings.
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
### Upcoming features planned for the v2.0.0 release
- [ ] A default hand mesh rigged with the standard SenseGlove default hand pose.
- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
- [ ] Nova 2 Support.
### Planned features long-term
- [ ] Get tracking input from sources other than a SenseGlove device.
- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
- [ ] 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).