### Godot version

4.2.dev 80de898d721f952dac0b102d48bb73d6b02ee1e8

### System information

OpenXR

### Issue description

The Godot 3 OpenXR plugin supported obtaining boundary/guardian information in order to obtain play space logic. While we do have a function in the `XRInterface` in Godot 4 that is supposed to retrieve this information (`get_play_area`) it is not implemented on the Godot 4 `OpenXRInterface`.

This logic needs to be ported.

### Steps to reproduce

Call `get_play_area`, be amazed by it not returning data :P

### Minimal reproduction project

Any XR project.
confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
		}
	} else {
		
		r_transform.origin = Vector3();
	}
	return confidence;
}
XRPose::TrackingConfidence OpenXRAPI::transform_from_location(const XrSpaceLocation &p_location, Transform3D &r_transform) {
	return _transform_from_location(p_location, r_transform);
}
XRPose::TrackingConfidence OpenXRAPI::transform_from_location(const XrHandJointLocationEXT &p_location, Transform3D &r_transform) {
	return _transform_from_location(p_location, r_transform);
}
void OpenXRAPI::parse_velocities(const XrSpaceVelocity &p_velocity, Vector3 &r_linear_velocity, Vector3 &r_angular_velocity) {
	if (p_velocity.velocityFlags & XR_SPACE_VELOCITY_LINEAR_VALID_BIT) {
		XrVector3f linear_velocity = p_velocity.linearVelocity;
		r_linear_velocity = Vector3(linear_velocity.x, linear_velocity.y, linear_velocity.z);
	} else {
		r_linear_velocity = Vector3();
	}
	if (p_velocity.velocityFlags & XR_SPACE_VELOCITY_ANGULAR_VALID_BIT) {
		XrVector3f angular_velocity = p_velocity.angularVelocity;
		r_angular_velocity = Vector3(angular_velocity.x, angular_velocity.y, angular_velocity.z);
	} else {
		r_angular_velocity = Vector3();
	}
}
bool OpenXRAPI::xr_result(XrResult result, const char *format, Array args) const {