From 8e504a86c5d379eb145c7fc9e3f4baf8dd43f1dc Mon Sep 17 00:00:00 2001 From: Diego Marcos Segura Date: Fri, 8 Nov 2024 14:10:34 -0800 Subject: [PATCH] Replace doc references to oculus-touch with meta-touch --- docs/components/hand-controls.md | 4 ++-- docs/components/hand-tracking-controls.md | 2 +- docs/components/laser-controls.md | 4 ++-- docs/components/meta-touch-controls.md | 6 ++--- docs/components/tracked-controls.md | 4 ++-- docs/guides/building-a-minecraft-demo.md | 18 +++++++-------- docs/introduction/entity-component-system.md | 16 +++++++------- .../interactions-and-controllers.md | 22 +++++++++---------- 8 files changed, 37 insertions(+), 39 deletions(-) diff --git a/docs/components/hand-controls.md b/docs/components/hand-controls.md index 761fae48953..3999a778444 100644 --- a/docs/components/hand-controls.md +++ b/docs/components/hand-controls.md @@ -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. diff --git a/docs/components/hand-tracking-controls.md b/docs/components/hand-tracking-controls.md index d5703ad251a..3d68456bfdb 100644 --- a/docs/components/hand-tracking-controls.md +++ b/docs/components/hand-tracking-controls.md @@ -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 diff --git a/docs/components/laser-controls.md b/docs/components/laser-controls.md index 4d5fb720c25..2f89719c892 100644 --- a/docs/components/laser-controls.md +++ b/docs/components/laser-controls.md @@ -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 @@ -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 diff --git a/docs/components/meta-touch-controls.md b/docs/components/meta-touch-controls.md index ce7f6800328..255a2b0ae28 100644 --- a/docs/components/meta-touch-controls.md +++ b/docs/components/meta-touch-controls.md @@ -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) diff --git a/docs/components/tracked-controls.md b/docs/components/tracked-controls.md index 571050680a0..91df54126f0 100644 --- a/docs/components/tracked-controls.md +++ b/docs/components/tracked-controls.md @@ -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, diff --git a/docs/guides/building-a-minecraft-demo.md b/docs/guides/building-a-minecraft-demo.md index 52616d4ba0f..3b8de5cb125 100644 --- a/docs/guides/building-a-minecraft-demo.md +++ b/docs/guides/building-a-minecraft-demo.md @@ -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/ @@ -360,8 +360,8 @@ Adding HTC Vive or Oculus Touch tracked controllers is easy: - - + + ``` We'll be using `hand-controls` which abstracts and works with both Vive and @@ -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 @@ -415,9 +415,9 @@ the `blink-controls` component on the controller on the 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 @@ -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 diff --git a/docs/introduction/entity-component-system.md b/docs/introduction/entity-component-system.md index 4be001fab49..cd0ba9d509a 100644 --- a/docs/introduction/entity-component-system.md +++ b/docs/introduction/entity-component-system.md @@ -170,7 +170,7 @@ entity: vive-controls - oculus-touch-controls + meta-touch-controls hand-controls laser-controls sphere-collider @@ -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 @@ -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 @@ -475,13 +475,13 @@ Registry and using the JSDELIVR CDN. This example can also be viewed in the [A- Community Components Example - + - + - + - + diff --git a/docs/introduction/interactions-and-controllers.md b/docs/introduction/interactions-and-controllers.md index 2461d99a5d0..dd4ad4a604c 100644 --- a/docs/introduction/interactions-and-controllers.md +++ b/docs/introduction/interactions-and-controllers.md @@ -338,7 +338,7 @@ Internet on an Oculus Go standalone headset: ``` -### 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 @@ -366,15 +366,15 @@ desktop browser][rocks]: ``` -[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 - - + + ``` ## Supporting Multiple Types of Controllers @@ -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`) @@ -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., @@ -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. @@ -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) @@ -506,7 +506,7 @@ AFRAME.registerComponent('x-button-listener', { Then attach the component: ```html - + ``` ## Adding Laser Interactions for Controllers