Fix the dead links for the thumbstick dead zones pages

The host is no longer online, so we'll point to the archived version
instead.

This also removes a redundant note in the VR starter tutorial.

This closes #3343.
This commit is contained in:
Hugo Locurcio
2020-04-04 16:59:50 +02:00
parent a05ea4a9c8
commit 6929a811bc
2 changed files with 4 additions and 6 deletions

View File

@@ -125,8 +125,8 @@ the OS.
Next, we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE`` radius.
If it is, we set ``joypad_vec`` to an empty Vector2. If it is not, we use a scaled Radial Dead zone for precise dead zone calculation.
.. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here:
http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
.. note:: You can find a great article explaining all about how to handle joypad/controller dead zones
`here <https://web.archive.org/web/20191208161810/http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html>`__.
We're using a translated version of the scaled radial dead zone code provided in that article.
The article is a great read, and I highly suggest giving it a look!

View File

@@ -275,7 +275,7 @@ the same script, so it doesn't matter which you use first. With ``VR_Controller.
var teleport_raycast
# A constant to define the dead zone for both the trackpad and the joystick.
# See (http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html)
# See https://web.archive.org/web/20191208161810/http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
# for more information on what dead zones are, and how we are using them in this project.
const CONTROLLER_DEADZONE = 0.65
@@ -564,7 +564,7 @@ First, let's go through all of the class variables in the script:
* ``CONTROLLER_RUMBLE_FADE_SPEED``: A constant to define how fast the VR controller rumble fades.
* ``directional_movement``: A variable to hold whether this VR controller is moving the player using the touchpad/joystick.
.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones here: http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones `here <https://web.archive.org/web/20191208161810/http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html>`__.
We are using a translated version of the scaled radial dead zone code provided in that article for the VR controller's joystick/touchpad.
The article is a great read, and I highly suggest giving it a look!
@@ -705,8 +705,6 @@ First this function gets the axes for the trackpad and the joystick and assigns
Then ``trackpad_vector`` and ``joystick_vector`` have their deadzones account for. The code for this is detailed in the article below, with slight changes as the code is converted from
C# to GDScript.
.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones here: http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
Once the ``trackpad_vector`` and ``joystick_vector`` variables have had their deadzones account for, the code then gets the forward and right direction vectors relative to the
global transform of the :ref:`ARVRCamera <class_ARVRCamera>`. What this does is that it gives us vectors that point forward and right relative to the rotation of the user camera,
the :ref:`ARVRCamera <class_ARVRCamera>`, in world space. These vectors point in the same direction of the blue and red arrows when you select an object in the Godot editor with