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