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Replace doc references to oculus-touch with meta-touch
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dmarcos committed Nov 8, 2024
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4 changes: 2 additions & 2 deletions docs/components/hand-controls.md
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Expand Up @@ -9,12 +9,12 @@ examples: []

[tracked]: ./tracked-controls.md
[vive]: ./vive-controls.md
[oculustouch]: ./oculus-touch-controls.md
[metatouch]: ./meta-touch-controls.md
[daydream]: ./daydream-controls.md

The hand-controls component provides tracked hands (using a prescribed model)
with animated gestures. hand-controls wraps the [vive-controls][vive] and
[oculus-touch-controls][oculustouch] which in turn wrap the [tracked-controls
[meta-touch-controls][metatouch] which in turn wrap the [tracked-controls
component][tracked]. By specifying just `hand-controls`, we have something that
works well with both Vive and Rift. The component gives extra events and
handles hand animations and poses.
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2 changes: 1 addition & 1 deletion docs/components/hand-tracking-controls.md
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Expand Up @@ -9,7 +9,7 @@ examples: []

[webxrhandinput]: https://immersive-web.github.io/webxr-hand-input/

Use `hand-tracking-controls` to integrate [hand tracked input][webxrhandinput] in your application. The component provides a visual representation of the hand and basic gesture recognition. It can be used along tracked controllers (e.g: oculus-touch-controls) for applications requiring multiple input methods. Component is only active when the browser and underlying system starts tracking the user's hands.
Use `hand-tracking-controls` to integrate [hand tracked input][webxrhandinput] in your application. The component provides a visual representation of the hand and basic gesture recognition. It can be used along tracked controllers (e.g: meta-touch-controls) for applications requiring multiple input methods. Component is only active when the browser and underlying system starts tracking the user's hands.

## Example

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4 changes: 2 additions & 2 deletions docs/components/laser-controls.md
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Expand Up @@ -18,7 +18,7 @@ input, laser-based interactions scale well across 0 DoF (gaze-based,
Cardboard), and 6 DoF (Vive, Oculus Touch). If desired, we can get a consistent form of interaction that works
across all VR platforms with a single line of HTML.

[oculus-touch-controls]: ./oculus-touch-controls.md
[meta-touch-controls]: ./meta-touch-controls.md
[vive-controls]: ./vive-controls.md
[windows-motion-controls]: ./windows-motion-controls.md

Expand All @@ -27,7 +27,7 @@ configures other components, rather than implementing any logic itself. Under
the hood, laser-controls sets all of the tracked controller components:

- [vive-controls]
- [oculus-touch-controls]
- [meta-touch-controls]
- [windows-motion-controls]

[cursor]: ./cursor.md
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6 changes: 2 additions & 4 deletions docs/components/meta-touch-controls.md
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Expand Up @@ -98,7 +98,5 @@ AFRAME.registerComponent('thumbstick-logging',{

## Assets

- [Left Controller OBJ](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-left.obj)
- [Left Controller MTL](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-left.mtl)
- [Right Controller OBJ](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-right.obj)
- [Right Controller MTL](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-right.mtl)
- [Left Controller glTF](https://cdn.aframe.io/controllers/meta/quest-touch-plus-left.glb)
- [Right Controller glTF](https://cdn.aframe.io/controllers/meta/quest-touch-plus-right.glb)
4 changes: 2 additions & 2 deletions docs/components/tracked-controls.md
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Expand Up @@ -8,14 +8,14 @@ examples: []
---

[handcontrols]: ./hand-controls.md
[oculustouchcontrols]: ./oculus-touch-controls.md
[metatouchcontrols]: ./meta-touch-controls.md
[vivecontrols]: ./vive-controls.md
[windowsmotioncontrols]: ./windows-motion-controls.md

The tracked-controls component interfaces with tracked controllers.
tracked-controls uses the Gamepad API to handle tracked controllers, and is
abstracted by the [hand-controls component][handcontrols] as well as the
[vive-controls][vivecontrols], [oculus-touch-controls][oculustouchcontrols],
[vive-controls][vivecontrols], [meta-touch-controls][metatouchcontrols],
[windows-motion-controls][windowsmotioncontrols] components.
This component elects the appropriate controller, applies pose to
the entity, observes buttons state and emits appropriate events. For non-6DOF controllers,
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18 changes: 9 additions & 9 deletions docs/guides/building-a-minecraft-demo.md
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Expand Up @@ -6,7 +6,7 @@ parent_section: guides
order: 10
examples:
- title: Aincraft
src: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
src: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
---

[source-code]: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
Expand Down Expand Up @@ -360,8 +360,8 @@ Adding HTC Vive or Oculus Touch tracked controllers is easy:
<a-entity vive-controls="hand: right"></a-entity>

<!-- Or Rift. -->
<a-entity oculus-touch-controls="hand: left"></a-entity>
<a-entity oculus-touch-controls="hand: right"></a-entity>
<a-entity meta-touch-controls="hand: left"></a-entity>
<a-entity meta-touch-controls="hand: right"></a-entity>
```

We'll be using `hand-controls` which abstracts and works with both Vive and
Expand All @@ -382,9 +382,9 @@ thumbstick to teleport to the end of the arc. Before, we wrote our own A-Frame
components. But we can also use open source components already made from the
community and just use them straight from HTML!

To enable this, let's first define a `player` entity that wraps the controllers
To enable this, let's first define a `player` entity that wraps the controllers
and the camera:

```html
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script>

Expand Down Expand Up @@ -415,9 +415,9 @@ the `blink-controls` component on the controller on the entity:
</a-entity>
```

By default, `blink-controls` will only teleport on the ground, but we can
specify with `collisionEntities` to teleport on the blocks *and* the ground
using selectors. This property is part of the API that the`blink-controls`
By default, `blink-controls` will only teleport on the ground, but we can
specify with `collisionEntities` to teleport on the blocks *and* the ground
using selectors. This property is part of the API that the`blink-controls`
component was created with:

```html
Expand Down Expand Up @@ -494,7 +494,7 @@ To generalize creating entities from an intersection event, we've created an
of properties. We won't go into the detail of the implementation, but you can
[check out the simple `intersection-spawn` component source code on
GitHub][intersection-spawn]. We attach `intersection-spawn` capabilities to the
right hand, and it's also a good idea to give the raycaster a half-meter buffer
right hand, and it's also a good idea to give the raycaster a half-meter buffer
to prevent voxels from spawning right at the controller:

```html
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16 changes: 8 additions & 8 deletions docs/introduction/entity-component-system.md
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Expand Up @@ -170,7 +170,7 @@ entity:
<a-entity
tracked-controls <!-- Hook into the Gamepad API for pose. -->
vive-controls <!-- Vive button mappings. -->
oculus-touch-controls <!-- Oculus button mappings. -->
meta-touch-controls <!-- Oculus button mappings. -->
hand-controls <!-- Appearance (model), gestures, and events. -->
laser-controls <!-- Laser to interact with menus and UI. -->
sphere-collider <!-- Listen when hand is in contact with an object. -->
Expand Down Expand Up @@ -290,7 +290,7 @@ components/

[cursor]: ../components/cursor.md
[hand-controls]: ../components/hand-controls.md
[oculus-touch-controls]: ../components/oculus-touch-controls.md
[meta-touch-controls]: ../components/meta-touch-controls.md
[raycaster]: ../components/raycaster.md
[tracked-controls]: ../components/tracked-controls.md
[vive-controls]: ../components/vive-controls.md
Expand All @@ -301,8 +301,8 @@ or higher-level component in abstraction.
For example, the [cursor component][cursor] sets and builds on top of the
[raycaster component][raycaster]. Or the [hand-controls
component][hand-controls] sets and builds on top of the [vive-controls
component][vive-controls] and [oculus-touch-controls
component][oculus-touch-controls] which in turn build on top of the
component][vive-controls] and [meta-touch-controls
component][meta-touch-controls] which in turn build on top of the
[tracked-controls component][tracked-controls].

## Community Component Ecosystem
Expand Down Expand Up @@ -475,13 +475,13 @@ Registry and using the JSDELIVR CDN. This example can also be viewed in the [A-
<head>
<title>Community Components Example</title>
<meta name="description" content="Community Components Example">
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script>
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script>
<script src="https://unpkg.com/@c-frame/[email protected]/dist/aframe-particle-system-component.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/aframe-simple-sun-sky@^1.2.2/simple-sun-sky.js"></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/[email protected]/dist/aframe-extras.min.js"></script>
</head>
<body>
<a-scene>
<a-scene>
<a-entity id="rain" particle-system="preset: rain; color: #24CAFF; particleCount: 5000"></a-entity>

<a-entity id="sphere" geometry="primitive: sphere"
Expand All @@ -493,9 +493,9 @@ Registry and using the JSDELIVR CDN. This example can also be viewed in the [A-
<a-entity id="ocean" ocean="density: 20; width: 50; depth: 50; speed: 4"
material="color: #9CE3F9; opacity: 0.75; metalness: 0; roughness: 1"
rotation="-90 0 0"></a-entity>

<a-simple-sun-sky sun-position="1 0.4 0"></a-simple-sun-sky>

<a-entity id="light" light="type: ambient; color: #888"></a-entity>
</a-scene>
</body>
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22 changes: 11 additions & 11 deletions docs/introduction/interactions-and-controllers.md
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Expand Up @@ -338,7 +338,7 @@ Internet on an Oculus Go standalone headset:
<a-entity oculus-go-controls></a-entity>
```

### Adding 6DoF Controllers (vive-controls, oculus-touch-controls)
### Adding 6DoF Controllers (vive-controls, meta-touch-controls)

Controllers with *6 degrees of freedom* (6DoF) have both rotational and
positional tracking. Unlike controllers with 3DoF which are constrained to
Expand Down Expand Up @@ -366,15 +366,15 @@ desktop browser][rocks]:
<a-entity vive-controls="hand: right"></a-entity>
```

[riftcomponent]: ../components/oculus-touch-controls.md
[metatouchcomponent]: ../components/meta-touch-controls.md

To add controllers for Oculus Touch, use the [oculus-touch-controls
component][riftcomponent] for both hands. Then try it out on a [WebVR-enabled
To add controllers for Oculus Touch, use the [meta-touch-controls
component][metatouchcomponent] for both hands. Then try it out on a [WebVR-enabled
desktop browser][rocks]:

```html
<a-entity oculus-touch-controls="hand: left"></a-entity>
<a-entity oculus-touch-controls="hand: right"></a-entity>
<a-entity meta-touch-controls="hand: left"></a-entity>
<a-entity meta-touch-controls="hand: right"></a-entity>
```

## Supporting Multiple Types of Controllers
Expand All @@ -398,7 +398,7 @@ controllers since it's geared towards room scale interactions such as grabbing
objects. The hand-controls component works on top of both Vive and Oculus
Touch controllers by:

- Setting both the vive-controls and oculus-touch-controls component
- Setting both the vive-controls and meta-touch-controls component
- Overriding the controller models with a simple hand model
- Mapping Vive-specific and Oculus Touch-specific events to hand events and
gestures (e.g., `gripdown` and `triggerdown` to `thumbup`)
Expand Down Expand Up @@ -433,7 +433,7 @@ to understand how to do a custom controller without having to do everything
from scratch:

- The tracked-controls component will provide pose and events
- The vive-controls, oculus-touch-controls... components provide button mappings and controller-specific events
- The vive-controls, meta-touch-controls... components provide button mappings and controller-specific events
- Our custom controller component will build on all of the above, plus
overriding the model, animations, visual feedback, states, etc.,

Expand All @@ -459,7 +459,7 @@ AFRAME.registerComponent('custom-controls', {

// Build on top of controller components.
el.setAttribute('vive-controls', controlConfiguration);
el.setAttribute('oculus-touch-controls', controlConfiguration);
el.setAttribute('meta-touch-controls', controlConfiguration);
el.setAttribute('windows-motion-controls', controlConfiguration);

// Set a model.
Expand All @@ -485,7 +485,7 @@ controller component documentation pages at the event tables, then register
event handlers how we want:

- [hand-controls events](../components/hand-controls.md#events)
- [oculus-touch-controls events](../components/oculus-touch-controls.md#events)
- [meta-touch-controls events](../components/meta-touch-controls.md#events)
- [vive-controls events](../components/vive-controls.md#events)
- [windows-motion-controls events](../components/windows-motion-controls.md#events)

Expand All @@ -506,7 +506,7 @@ AFRAME.registerComponent('x-button-listener', {
Then attach the component:

```html
<a-entity oculus-touch-controls x-button-listener></a-entity>
<a-entity meta-touch-controls x-button-listener></a-entity>
```

## Adding Laser Interactions for Controllers
Expand Down

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