---@meta
---
---The `lovr.headset` module is where all the magical VR functionality is.
---
---With it, you can access connected VR hardware and get information about the available space the player has.
---
---Note that all units are reported in meters.
---
---Position `(0, 0, 0)` is on the floor in the center of the play area.
---
---@class lovr.headset
lovr.headset = {}
---
---Animates a device model to match its current input state.
---
---The buttons and joysticks on a controller will move as they're pressed/moved and hand models will move to match skeletal input.
---
---The model should have been created using `lovr.headset.newModel` with the `animated` flag set to `true`.
---
---
---### NOTE:
---Currently this function is supported for OpenVR controller models and Oculus hand models.
---
---This function may animate using node-based animation or skeletal animation.
---
---`Model:hasJoints` can be used on a Model so you know if a Shader with the `animated` ShaderFlag needs to be used to render the results properly.
---
---It's possible to use models that weren't created with `lovr.headset.newModel` but they need to be set up carefully to have the same structure as the models provided by the headset SDK.
---
---@param device? lovr.Device # The device to use for the animation data.
---@param model lovr.Model # The model to animate.
---@return boolean success # Whether the animation was applied successfully to the Model. If the Model was not compatible or animation data for the device was not available, this will be `false`.
function lovr.headset.animate(device, model) end
---
---Returns the current angular velocity of a device.
---
---@param device? lovr.Device # The device to get the velocity of.
---@return number x # The x component of the angular velocity.
---@return number y # The y component of the angular velocity.
---@return number z # The z component of the angular velocity.
function lovr.headset.getAngularVelocity(device) end
---
---Get the current state of an analog axis on a device.
---
---Some axes are multidimensional, for example a 2D touchpad or thumbstick with x/y axes.
---
---For multidimensional axes, this function will return multiple values, one number for each axis.
---
---In these cases, it can be useful to use the `select` function built in to Lua to select a particular axis component.
---
---
---### NOTE:
---The axis values will be between 0 and 1 for 1D axes, and between -1 and 1 for each component of a multidimensional axis.
---
---When hand tracking is active, pinch strength will be mapped to the `trigger` axis.
---
---@param device lovr.Device # The device.
---@param axis lovr.DeviceAxis # The axis.
function lovr.headset.getAxis(device, axis) end
---
---Returns the depth of the play area, in meters.
---
---
---### NOTE:
---This currently returns 0 on the Quest.
---
---@return number depth # The depth of the play area, in meters.
function lovr.headset.getBoundsDepth() end
---
---Returns the size of the play area, in meters.
---
---
---### NOTE:
---This currently returns 0 on the Quest.
---
---@return number width # The width of the play area, in meters.
---@return number depth # The depth of the play area, in meters.
function lovr.headset.getBoundsDimensions() end
---
---Returns a list of points representing the boundaries of the play area, or `nil` if the current headset driver does not expose this information.
---
---@param t table # A table to fill with the points. If `nil`, a new table will be created.
---@return table points # A flat table of 3D points representing the play area boundaries.
function lovr.headset.getBoundsGeometry(t) end
---
---Returns the width of the play area, in meters.
---
---
---### NOTE:
---This currently returns 0 on the Quest.
---
---@return number width # The width of the play area, in meters.
function lovr.headset.getBoundsWidth() end
---
---Returns the near and far clipping planes used to render to the headset.
---
---Objects closer than the near clipping plane or further than the far clipping plane will be clipped out of view.
---
---
---### NOTE:
---The default near and far clipping planes are 0.1 meters and 100.0 meters.
---
---This is not currently supported by the `vrapi` headset driver.
---
---@return number near # The distance to the near clipping plane, in meters.
---@return number far # The distance to the far clipping plane, in meters.
function lovr.headset.getClipDistance() end
---
---Returns the texture dimensions of the headset display (for one eye), in pixels.
---
---@return number width # The width of the display.
---@return number height # The height of the display.
function lovr.headset.getDisplayDimensions() end
---
---Returns a table with all the refresh rates supported by the headset display, in Hz.
---
---@return table frequencies # A flat table of the refresh rates supported by the headset display, nil if not supported.
function lovr.headset.getDisplayFrequencies() end
---
---Returns the refresh rate of the headset display, in Hz.
---
---@return number frequency # The frequency of the display, or `nil` if I have no idea what it is.
function lovr.headset.getDisplayFrequency() end
---
---Returns the height of the headset display (for one eye), in pixels.
---
---@return number height # The height of the display.
function lovr.headset.getDisplayHeight() end
---
---Returns 2D triangle vertices that represent areas of the headset display that will never be seen by the user (due to the circular lenses).
---
---This area can be masked out by rendering it to the depth buffer or stencil buffer.
---
---Then, further drawing operations can skip rendering those pixels using the depth test (`lovr.graphics.setDepthTest`) or stencil test (`lovr.graphics.setStencilTest`), which improves performance.
---
---@return table points # A table of points. Each point is a table with two numbers between 0 and 1.
function lovr.headset.getDisplayMask() end
---
---Returns the width of the headset display (for one eye), in pixels.
---
---@return number width # The width of the display.
function lovr.headset.getDisplayWidth() end
---
---Returns the `HeadsetDriver` that is currently in use, optionally for a specific device.
---
---The order of headset drivers can be changed using `lovr.conf` to prefer or exclude specific VR APIs.
---
---@overload fun(device: lovr.Device):lovr.HeadsetDriver
---@return lovr.HeadsetDriver driver # The driver of the headset in use, e.g. "OpenVR".
function lovr.headset.getDriver() end
---
---Returns a table with all of the currently tracked hand devices.
---
---
---### NOTE:
---The hand paths will *always* be either `hand/left` or `hand/right`.
---
---@return table hands # The currently tracked hand devices.
function lovr.headset.getHands() end
---
---Returns a Texture that contains whatever is currently rendered to the headset.
---
---Sometimes this can be `nil` if the current headset driver doesn't have a mirror texture, which can happen if the driver renders directly to the display.
---
---Currently the `desktop`, `webxr`, and `vrapi` drivers do not have a mirror texture.
---
---It also isn't guaranteed that the same Texture will be returned by subsequent calls to this function.
---
---Currently, the `oculus` driver exhibits this behavior.
---
---@return lovr.Texture mirror # The mirror texture.
function lovr.headset.getMirrorTexture() end
---
---Returns the name of the headset as a string.
---
---The exact string that is returned depends on the hardware and VR SDK that is currently in use.
---
---
---### NOTE:
---
---
---
--- driver |
--- name |
---
---
---
---
--- desktop |
--- Simulator |
---
---
--- openvr |
--- varies |
---
---
--- openxr |
--- varies |
---
---
--- vrapi |
--- Oculus Quest or Oculus Quest 2 |
---
---
--- webxr |
--- always nil |
---
---
--- oculus |
--- varies |
---
---
--- pico |
--- Pico |
---
---
---
---@return string name # The name of the headset as a string.
function lovr.headset.getName() end
---
---Returns the current orientation of a device, in angle/axis form.
---
---
---### NOTE:
---If the device isn't tracked, all zeroes will be returned.
---
---@param device? lovr.Device # The device to get the orientation of.
---@return number angle # The amount of rotation around the axis of rotation, in radians.
---@return number ax # The x component of the axis of rotation.
---@return number ay # The y component of the axis of rotation.
---@return number az # The z component of the axis of rotation.
function lovr.headset.getOrientation(device) end
---
---Returns the type of origin used for the tracking volume.
---
---The different types of origins are explained on the `HeadsetOrigin` page.
---
---@return lovr.HeadsetOrigin origin # The type of origin.
function lovr.headset.getOriginType() end
---
---Returns the current position and orientation of a device.
---
---
---### NOTE:
---Units are in meters.
---
---If the device isn't tracked, all zeroes will be returned.
---
---@param device? lovr.Device # The device to get the pose of.
---@return number x # The x position.
---@return number y # The y position.
---@return number z # The z position.
---@return number angle # The amount of rotation around the axis of rotation, in radians.
---@return number ax # The x component of the axis of rotation.
---@return number ay # The y component of the axis of rotation.
---@return number az # The z component of the axis of rotation.
function lovr.headset.getPose(device) end
---
---Returns the current position of a device, in meters, relative to the play area.
---
---
---### NOTE:
---If the device isn't tracked, all zeroes will be returned.
---
---@param device? lovr.Device # The device to get the position of.
---@return number x # The x position of the device.
---@return number y # The y position of the device.
---@return number z # The z position of the device.
function lovr.headset.getPosition(device) end
---
---Returns a list of joint poses tracked by a device.
---
---Currently, only hand devices are able to track joints.
---
---
---### NOTE:
---If the Device does not support tracking joints or the poses are unavailable, `nil` is returned.
---
---The joint orientation is similar to the graphics coordinate system: -Z is the forwards direction, pointing towards the fingertips.
---
---The +Y direction is "up", pointing out of the back of the hand.
---
---The +X direction is to the right, perpendicular to X and Z.
---
---Hand joints are returned in the following order:
---
---
---
---
--- Joint |
--- Index |
---
---
---
---
--- Palm |
--- 1 |
---
---
--- Wrist |
--- 2 |
---
---
--- Thumb |
--- Metacarpal |
--- 3 |
---
---
--- Proximal |
--- 4 |
---
---
--- Distal |
--- 5 |
---
---
--- Tip |
--- 6 |
---
---
--- Index |
--- Metacarpal |
--- 7 |
---
---
--- Proximal |
--- 8 |
---
---
--- Intermediate |
--- 9 |
---
---
--- Distal |
--- 10 |
---
---
--- Tip |
--- 11 |
---
---
--- Middle |
--- Metacarpal |
--- 12 |
---
---
--- Proximal |
--- 13 |
---
---
--- Intermediate |
--- 14 |
---
---
--- Distal |
--- 15 |
---
---
--- Tip |
--- 16 |
---
---
--- Ring |
--- Metacarpal |
--- 17 |
---
---
--- Proximal |
--- 18 |
---
---
--- Intermediate |
--- 19 |
---
---
--- Distal |
--- 20 |
---
---
--- Tip |
--- 21 |
---
---
--- Pinky |
--- Metacarpal |
--- 22 |
---
---
--- Proximal |
--- 23 |
---
---
--- Intermediate |
--- 24 |
---
---
--- Distal |
--- 25 |
---
---
--- Tip |
--- 26 |
---
---
---
---@overload fun(device: lovr.Device, t: table):table
---@param device lovr.Device # The Device to query.
---@return table poses # A list of joint poses for the device. Each pose is a table with 3 numbers for the position of the joint followed by 4 numbers for the angle/axis orientation of the joint.
function lovr.headset.getSkeleton(device) end
---
---Returns the estimated time in the future at which the light from the pixels of the current frame will hit the eyes of the user.
---
---This can be used as a replacement for `lovr.timer.getTime` for timestamps that are used for rendering to get a smoother result that is synchronized with the display of the headset.
---
---
---### NOTE:
---This has a different epoch than `lovr.timer.getTime`, so it is not guaranteed to be close to that value.
---
---@return number time # The predicted display time, in seconds.
function lovr.headset.getTime() end
---
---Returns the current linear velocity of a device, in meters per second.
---
---@param device? lovr.Device # The device to get the velocity of.
---@return number vx # The x component of the linear velocity.
---@return number vy # The y component of the linear velocity.
---@return number vz # The z component of the linear velocity.
function lovr.headset.getVelocity(device) end
---
---Returns the view angles of one of the headset views.
---
---These can be used with `Mat4:fov` to create a projection matrix.
---
---If tracking data is unavailable for the view or the index is invalid, `nil` is returned.
---
---@param view number # The view index.
---@return number left # The left view angle, in radians.
---@return number right # The right view angle, in radians.
---@return number top # The top view angle, in radians.
---@return number bottom # The bottom view angle, in radians.
function lovr.headset.getViewAngles(view) end
---
---Returns the number of views used for rendering.
---
---Each view consists of a pose in space and a set of angle values that determine the field of view.
---
---This is usually 2 for stereo rendering configurations, but it can also be different.
---
---For example, one way of doing foveated rendering uses 2 views for each eye -- one low quality view with a wider field of view, and a high quality view with a narrower field of view.
---
---@return number count # The number of views.
function lovr.headset.getViewCount() end
---
---Returns the pose of one of the headset views.
---
---This info can be used to create view matrices or do other eye-dependent calculations.
---
---If tracking data is unavailable for the view or the index is invalid, `nil` is returned.
---
---@param view number # The view index.
---@return number x # The x coordinate of the view position, in meters.
---@return number y # The y coordinate of the view position, in meters.
---@return number z # The z coordinate of the view position, in meters.
---@return number angle # The amount of rotation around the rotation axis, in radians.
---@return number ax # The x component of the axis of rotation.
---@return number ay # The y component of the axis of rotation.
---@return number az # The z component of the axis of rotation.
function lovr.headset.getViewPose(view) end
---
---Returns whether a button on a device is pressed.
---
---
---### NOTE:
---When hand tracking is active, pinching will be mapped to the `trigger` button.
---
---@param device lovr.Device # The device.
---@param button lovr.DeviceButton # The button.
---@return boolean down # Whether the button on the device is currently pressed, or `nil` if the device does not have the specified button.
function lovr.headset.isDown(device, button) end
---
---Returns whether a button on a device is currently touched.
---
---@param device lovr.Device # The device.
---@param button lovr.DeviceButton # The button.
---@return boolean touched # Whether the button on the device is currently touched, or `nil` if the device does not have the button or it isn't touch-sensitive.
function lovr.headset.isTouched(device, button) end
---
---Returns whether any active headset driver is currently returning pose information for a device.
---
---
---### NOTE:
---If a device is tracked, it is guaranteed to return a valid pose until the next call to `lovr.headset.update`.
---
---@param device? lovr.Device # The device to get the pose of.
---@return boolean tracked # Whether the device is currently tracked.
function lovr.headset.isTracked(device) end
---
---Returns a new Model for the specified device.
---
---
---### NOTE:
---This is only supported on the `openvr` and `vrapi` drivers right now.
---
---@param device? lovr.Device # The device to load a model for.
---@param options? {animated: boolean} # Options for loading the model.
---@return lovr.Model model # The new Model, or `nil` if a model could not be loaded.
function lovr.headset.newModel(device, options) end
---
---Renders to each eye of the headset using a function.
---
---This function takes care of setting the appropriate graphics transformations to ensure that the scene is rendered as though it is being viewed through each eye of the player.
---
---It also takes care of setting the correct projection for the headset lenses.
---
---If the headset module is enabled, this function is called automatically by `lovr.run` with `lovr.draw` as the callback.
---
---
---### NOTE:
---When using the `pico` headset driver, headset rendering is asynchronous and the callback passed to `lovr.headset.renderTo` will not be called immediately.
---
---At the beginning of the callback, the display is cleared to the background color.
---
---The background color can be changed using `lovr.graphics.setBackgroundColor`.
---
---If the callback is `nil`, an empty frame cleared to current graphics background color will be submitted to the headset.
---
---@param callback function # The function used to render. Any functions called will render to the headset instead of to the window.
function lovr.headset.renderTo(callback) end
---
---Sets the near and far clipping planes used to render to the headset.
---
---Objects closer than the near clipping plane or further than the far clipping plane will be clipped out of view.
---
---
---### NOTE:
---The default clip distances are 0.1 and 100.0.
---
---@param near number # The distance to the near clipping plane, in meters.
---@param far number # The distance to the far clipping plane, in meters.
function lovr.headset.setClipDistance(near, far) end
---
---Sets the display refresh rate, in Hz.
---
---
---### NOTE:
---Changing the display refresh-rate also changes the frequency of lovr.update() and lovr.draw() as they depend on the display frequency.
---
---@param frequency number # The new refresh rate, in Hz.
---@return boolean success # Whether the display refresh rate was successfully set.
function lovr.headset.setDisplayFrequency(frequency) end
---
---Causes the device to vibrate with a custom strength, duration, and frequency, if possible.
---
---
---### NOTE:
---When using the `openvr` headset driver on an HTC Vive, the value for the `duration` currently must be less than .004 seconds.
---
---Call this function several frames in a row for stronger or prolonged vibration patterns.
---
---On the Oculus Quest, devices can only be vibrated once per frame.
---
---Any attempts after the first will return `false`.
---
---@param device? lovr.Device # The device to vibrate.
---@param strength? number # The strength of the vibration (amplitude), between 0 and 1.
---@param duration? number # The duration of the vibration, in seconds.
---@param frequency? number # The frequency of the vibration, in hertz. 0 will use a default frequency.
---@return boolean vibrated # Whether the vibration was successfully triggered by an active headset driver.
function lovr.headset.vibrate(device, strength, duration, frequency) end
---
---Returns whether a button on a device was pressed this frame.
---
---
---### NOTE:
---Some headset backends are not able to return pressed/released information.
---
---These drivers will always return false for `lovr.headset.wasPressed` and `lovr.headset.wasReleased`.
---
---Typically the internal `lovr.headset.update` function will update pressed/released status.
---
---@param device lovr.Device # The device.
---@param button lovr.DeviceButton # The button to check.
---@return boolean pressed # Whether the button on the device was pressed this frame.
function lovr.headset.wasPressed(device, button) end
---
---Returns whether a button on a device was released this frame.
---
---
---### NOTE:
---Some headset backends are not able to return pressed/released information.
---
---These drivers will always return false for `lovr.headset.wasPressed` and `lovr.headset.wasReleased`.
---
---Typically the internal `lovr.headset.update` function will update pressed/released status.
---
---@param device lovr.Device # The device.
---@param button lovr.DeviceButton # The button to check.
---@return boolean released # Whether the button on the device was released this frame.
function lovr.headset.wasReleased(device, button) end
---
---Different types of input devices supported by the `lovr.headset` module.
---
---@alias lovr.Device
---
---The headset.
---
---| "head"
---
---The left controller.
---
---| "hand/left"
---
---The right controller.
---
---| "hand/right"
---
---A shorthand for hand/left.
---
---| "left"
---
---A shorthand for hand/right.
---
---| "right"
---
---A device tracking the left elbow.
---
---| "elbow/left"
---
---A device tracking the right elbow.
---
---| "elbow/right"
---
---A device tracking the left shoulder.
---
---| "shoulder/left"
---
---A device tracking the right shoulder.
---
---| "shoulder/right"
---
---A device tracking the chest.
---
---| "chest"
---
---A device tracking the waist.
---
---| "waist"
---
---A device tracking the left knee.
---
---| "knee/left"
---
---A device tracking the right knee.
---
---| "knee/right"
---
---A device tracking the left foot or ankle.
---
---| "foot/left"
---
---A device tracking the right foot or ankle.
---
---| "foot/right"
---
---A camera device, often used for recording "mixed reality" footage.
---
---| "camera"
---
---A tracked keyboard.
---
---| "keyboard"
---
---The left eye.
---
---| "eye/left"
---
---The right eye.
---
---| "eye/right"
---
---The first tracking device (i.e. lighthouse).
---
---| "beacon/1"
---
---The second tracking device (i.e. lighthouse).
---
---| "beacon/2"
---
---The third tracking device (i.e. lighthouse).
---
---| "beacon/3"
---
---The fourth tracking device (i.e. lighthouse).
---
---| "beacon/4"
---
---Axes on an input device.
---
---@alias lovr.DeviceAxis
---
---A trigger (1D).
---
---| "trigger"
---
---A thumbstick (2D).
---
---| "thumbstick"
---
---A touchpad (2D).
---
---| "touchpad"
---
---A grip button or grab gesture (1D).
---
---| "grip"
---
---Buttons on an input device.
---
---@alias lovr.DeviceButton
---
---The trigger button.
---
---| "trigger"
---
---The thumbstick.
---
---| "thumbstick"
---
---The touchpad.
---
---| "touchpad"
---
---The grip button.
---
---| "grip"
---
---The menu button.
---
---| "menu"
---
---The A button.
---
---| "a"
---
---The B button.
---
---| "b"
---
---The X button.
---
---| "x"
---
---The Y button.
---
---| "y"
---
---The proximity sensor on a headset.
---
---| "proximity"
---
---These are all of the supported VR APIs that LÖVR can use to power the lovr.headset module.
---
---You can change the order of headset drivers using `lovr.conf` to prefer or exclude specific VR APIs.
---
---At startup, LÖVR searches through the list of drivers in order.
---
---One headset driver will be used for rendering to the VR display, and all supported headset drivers will be used for device input.
---
---The way this works is that when poses or button input is requested, the input drivers are queried (in the order they appear in `conf.lua`) to see if any of them currently have data for the specified device.
---
---The first one that returns data will be used to provide the result. This allows projects to support multiple types of hardware devices.
---
---@alias lovr.HeadsetDriver
---
---A VR simulator using keyboard/mouse.
---
---| "desktop"
---
---Oculus Desktop SDK.
---
---| "oculus"
---
---OpenVR.
---
---| "openvr"
---
---OpenXR.
---
---| "openxr"
---
---Oculus Mobile SDK.
---
---| "vrapi"
---
---Pico.
---
---| "pico"
---
---WebXR.
---
---| "webxr"
---
---Represents the different types of origins for coordinate spaces.
---
---An origin of "floor" means that the origin is on the floor in the middle of a room-scale play area.
---
---An origin of "head" means that no positional tracking is available, and consequently the origin is always at the position of the headset.
---
---@alias lovr.HeadsetOrigin
---
---The origin is at the head.
---
---| "head"
---
---The origin is on the floor.
---
---| "floor"