Standardize RST header syntax

This commit is contained in:
tetrapod00
2024-12-29 13:44:09 -08:00
parent 56a3dc697f
commit c4d3aa134a
101 changed files with 695 additions and 694 deletions
+8 -8
View File
@@ -94,7 +94,7 @@ Now you need to add 3 components into your scene for each hand:
.. image:: img/openxr_hand_tracking_nodes.webp
Hand tracking node
^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~
The hand tracking system uses separate hand trackers to track the position of the player's hands
within our tracking space.
@@ -120,7 +120,7 @@ For this you need to add an :ref:`XRNode3D <class_xrnode3d>` node to your ``XROr
or make this node visible if tracking data is available.
Rigged hand mesh
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~
In order to display our hand we need a hand mesh that is properly rigged and skinned.
For this Godot uses the hand bone structure as defined for the :ref:`Godot Humanoid <class_skeletonprofilehumanoid>`
@@ -133,7 +133,7 @@ We will be using those here and add them as a child to our ``XRNode3D`` node.
We also need to enable editable children to gain access to our :ref:`Skeleton3D <class_skeleton3d>` node.
The hand skeleton modifier
^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally we need to add a :ref:`XRHandModifier3D <class_xrhandmodifier3d>` node as a child to our ``Skeleton3D`` node.
This node will obtain the finger tracking data from OpenXR and apply it the hand model.
@@ -216,7 +216,7 @@ a number of extensions were added to the specification that provide some basic g
and can be used with the action map.
The hand interaction profile
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The `hand interaction profile extension <https://github.khronos.org/OpenXR-Inventory/extension_support.html#XR_EXT_hand_interaction>`_
is a new core extension which supports pinch, grasp, and poke gestures and related poses.
@@ -257,7 +257,7 @@ thus seamlessly switch between controller and hand tracking input.
You need to enable the hand interaction profile extension in the OpenXR project settings.
Microsoft hand interaction profile
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The `Microsoft hand interaction profile extension <https://github.khronos.org/OpenXR-Inventory/extension_support.html#XR_MSFT_hand_interaction>`_
was introduced by Microsoft and loosely mimics the simple controller profile.
@@ -280,7 +280,7 @@ With this setup the normal ``left_hand`` and ``right_hand`` trackers are used an
thus seamlessly switch between controller and hand tracking input.
HTC hand interaction profile
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The `HTC hand interaction profile extension <https://github.khronos.org/OpenXR-Inventory/extension_support.html#XR_HTC_hand_interaction>`_
was introduced by HTC and is defined similarly to the Microsoft extension.
@@ -296,7 +296,7 @@ This means that extra logic needs to be implemented to switch between the defaul
and the HTC specific trackers when the user puts down, or picks up, their controller.
Simple controller profile
^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~
The simple controller profile is a standard core profile defined as a fallback profile
when a controller is used for which no profile exists.
@@ -337,7 +337,7 @@ thus seamlessly switch between controller and hand tracking input.
and simple controller profiles.
Gesture based input
^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~
If the platform doesn't support any interaction profiles when hand tracking is used,
or if you're building an application where you need more complicated gesture support
+5 -5
View File
@@ -60,7 +60,7 @@ depending on the XR system used.
In OpenXR these scenarios are well defined and selected by setting a reference space.
Local
^^^^^
~~~~~
The local reference space places our origin point at the player's head by default.
Some XR runtimes will do this each time your game starts, others will make the position persist over sessions.
@@ -83,7 +83,7 @@ so your game can react accordingly.
You should **not** call ``center_on_hmd`` when using this reference space.
Stage
^^^^^
~~~~~
The stage reference space is our default reference space and places our origin point at the center of our play space.
For XR runtimes that allow you to draw out a guardian boundary this location and its orientation is often set by the user.
@@ -111,7 +111,7 @@ In Godot you can do this by calling the ``center_on_hmd`` function on the :ref:`
Any other XR tracked elements such as controllers or anchors will also be adjusted accordingly.
Local Floor
^^^^^^^^^^^
~~~~~~~~~~~
The local floor reference space is similar to the local reference space as it positions the origin point where the player is.
In this mode however the height of the player is kept.
@@ -222,7 +222,7 @@ Extensions
This subsection provides access to various optional OpenXR extensions.
Hand Tracking
^^^^^^^^^^^^^
~~~~~~~~~~~~~
This enables the hand tracking extension when supported by the device used. This is on by default for legacy reasons.
The hand tracking extension provides access to data that allows you to visualise the user's hands with correct finger positions.
@@ -234,7 +234,7 @@ If your game only supports controllers this should be turned off.
See the chapter on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
Eye Gaze Interaction
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
This enables the eye gaze interaction extension when supported by the device used.
When enabled we will get feedback from eye tracking through a pose situated between the user's eyes
+6 -6
View File
@@ -507,7 +507,7 @@ modifiers that work on the interaction profile level,
and modifiers that work on individual bindings.
Binding modifiers on an interaction profile
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Binding modifiers that are applied to the whole interaction profile can be accessed
through the modifier button on the right side of the interaction profile editor.
@@ -522,7 +522,7 @@ You can add a new modifier by pressing the ``Add binding modifier`` button.
Unsupported modifiers will be ignored.
Dpad Binding modifier
"""""""""""""""""""""
^^^^^^^^^^^^^^^^^^^^^
The dpad binding modifier adds new inputs to an interaction profile for each joystick
and thumbpad input on this controller.
@@ -574,7 +574,7 @@ These settings are used as follows:
Binding modifiers on individual bindings
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Binding modifiers that are applied to individual bindings can be accessed through
the binding modifier button next to action attached to an input:
@@ -593,7 +593,7 @@ You can add a new modifier by pressing the ``Add binding modifier`` button.
the proper setup.
Analog threshold modifier
"""""""""""""""""""""""""
^^^^^^^^^^^^^^^^^^^^^^^^^
The analog threshold modifier allows you to specify the thresholds used for any analog
input, like the trigger, that has a boolean input. This controls when the input is in
@@ -622,7 +622,7 @@ These are defined as follows:
when the input is released.
Haptics on modifiers
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
Modifiers can support automatic haptic output that is triggered when thresholds
are reached.
@@ -634,7 +634,7 @@ are reached.
may become available.
Haptic vibration
""""""""""""""""
^^^^^^^^^^^^^^^^
The haptic vibration allows us to specify a simple haptic pulse: