gimm350-VRClassProject-Godot/addons/godot-xr-tools/hands/physics_hand.gd

41 lines
1.4 KiB
GDScript

@tool
class_name XRToolsPhysicsHand
extends XRToolsHand
## XR Tools Physics Hand Script
##
## This script extends from the standard [XRToolsHand] and adds settings to
## manage collision and group settings for all [XRToolsHandPhysicsBone] nodes
## attached to the hand.
# Default hand bone layer of 18:player-hand
const DEFAULT_LAYER := 0b0000_0000_0000_0010_0000_0000_0000_0000
## Collision layer applied to all [XRToolsHandPhysicsBone] children.
##
## This is used to set physics collision layers for every bone in a hand.
## Additionally [XRToolsHandPhysicsBone] nodes can specify additional
## bone-specific collision layers - for example to give the fore-finger bone
## additional collision capabilities.
@export_flags_3d_physics var collision_layer : int = DEFAULT_LAYER
## Bone collision margin applied to all [XRToolsHandPhysicsBone] children.
##
## This is used for fine-tuning the collision margins for all
## [XRToolsHandPhysicsBone] children in the hand.
@export var margin : float = 0.004
## Group applied to all [XRToolsHandPhysicsBone] children.
##
## This is used to set groups for every bone in the hand. Additionally
## [XRToolsHandPhysicsBone] nodes can specify additional bone-specific groups.
@export var bone_group : String = ""
# Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
return name == "XRToolsPhysicsHand" or super(name)