From 3e729736480cf4e3e0be6dabdf49d5e28a94576e Mon Sep 17 00:00:00 2001 From: johnshaughnessy <johnfshaughnessy@gmail.com> Date: Wed, 31 Oct 2018 06:16:17 -0700 Subject: [PATCH] Remove generated table of contents --- src/systems/userinput/userinput.md | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) diff --git a/src/systems/userinput/userinput.md b/src/systems/userinput/userinput.md index d3701d5c9..f3d646a61 100644 --- a/src/systems/userinput/userinput.md +++ b/src/systems/userinput/userinput.md @@ -1,19 +1,4 @@ -# Table of Contents - -1. [The userinput system](#org6030eab) - 1. [Overview](#org2da9acd) - 2. [Terms and Conventions](#org4721ce9) - 1. [path](#orgd62cc68) - 2. [action](#orgb8066a6) - 3. [frame](#org15eafde) - 4. [device](#orgea2f123) - 5. [binding](#org47c9c20) - 6. [xforms](#org876e7b0) - 7. [set](#orgbe4669b) - 8. [priority and root](#orgdd3c0c5) - - <a id="org6030eab"></a> # The userinput system @@ -25,7 +10,7 @@ The userinput system is a module that manages mappings from device state changes ## Overview -The userinput system happens to be an `aframe` `system`; its `tick` is called once a frame within the `aframe` `scene`'s `tick`. When the userinput system `tick` happens, it is responsible for creating a map called the frame. The keys of the frame are called "paths". The values stored in the frame can be any type, but are usually one of: bool, number, vec2, vec3, vec4, pose. On each tick, each connected `device` writes "raw" input values to known "device paths" within the frame. Configuration units called `bindings` are then applied to transform "raw" input values to app-specific "actions". The userinput system exposes the state of a given `action` in the current frame via `readFrameValueAtPath`. The `bindings` that are applied to transform input to "actions" must be `available`, `active`, and `prioritized`. +The userinput system happens to be an `aframe` `system`; its `tick` is called once per `aframe` `scene` `tick`. The userinput system `tick` creates a map we call the frame object. The keys of the frame are called "paths". The values stored in the frame can be any type, but are usually one of: bool, number, vec2, vec3, vec4, pose. On each tick, each connected `device` writes "raw" input values to known "device paths" within the frame. Configuration units called `bindings` are then applied to transform "raw" input values to app-specific "actions". The userinput system exposes the state of a given `action` in the current frame via `get(path)`. The `bindings` that are applied to transform input to "actions" must be `available`, `active`, and `prioritized`. 1. A `binding` is made `available` when the userinput system detects a change to the user's device configuration that matches certain criteria. A touchscreen user only has `availableBindings` related to touchscreen input. A mouse-and-keyboard user only has `availableBindings` related to mouse-and-keyboard input. An oculus/vive user has `bindings` related to mouse, keyboard, and oculus/vive controllers. -- GitLab