Miscellaneous JSDoc fixes noticed in passing

This commit is contained in:
David Rowe 2019-12-19 11:38:17 +13:00
parent e13b237e96
commit a04e57d82d
3 changed files with 28 additions and 29 deletions

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@ -527,7 +527,7 @@ public:
* <tr><td><code>0</code></td><td>ForceSit</td><td>Assumes the user is seated in the real world. Disables avatar * <tr><td><code>0</code></td><td>ForceSit</td><td>Assumes the user is seated in the real world. Disables avatar
* leaning regardless of what the avatar is doing in the virtual world (i.e., avatar always recenters).</td></tr> * leaning regardless of what the avatar is doing in the virtual world (i.e., avatar always recenters).</td></tr>
* <tr><td><code>1</code></td><td>ForceStand</td><td>Assumes the user is standing in the real world. Enables avatar * <tr><td><code>1</code></td><td>ForceStand</td><td>Assumes the user is standing in the real world. Enables avatar
* leaning regardless of what the avatar is doing in the virtual world (i.e. avatar leans, then if leans too far it * leaning regardless of what the avatar is doing in the virtual world (i.e., avatar leans, then if leans too far it
* recenters).</td></tr> * recenters).</td></tr>
* <tr><td><code>2</code></td><td>Auto</td><td>Interface detects when the user is standing or seated in the real world. * <tr><td><code>2</code></td><td>Auto</td><td>Interface detects when the user is standing or seated in the real world.
* Avatar leaning is disabled when the user is sitting (i.e., avatar always recenters), and avatar leaning is enabled * Avatar leaning is disabled when the user is sitting (i.e., avatar always recenters), and avatar leaning is enabled
@ -1792,47 +1792,47 @@ public:
void prepareAvatarEntityDataForReload(); void prepareAvatarEntityDataForReload();
/**jsdoc /**jsdoc
* Turns the avatar's head until it faces the target point within a +90/-90 degree range. * Turns the avatar's head until it faces the target point within a +90/-90 degree range.
* Once this method is called, API calls will have full control of the head for a limited time. * Once this method is called, API calls will have full control of the head for a limited time.
* If this method is not called for two seconds, the engine will regain control of the head. * If this method is not called for 2 seconds, the engine will regain control of the head.
* @function MyAvatar.setHeadLookAt * @function MyAvatar.setHeadLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates. * @param {Vec3} lookAtTarget - The target point in world coordinates.
*/ */
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget); Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc /**jsdoc
* Returns the current target point of the head's look direction in world coordinates. * Returns the current target point of the head's look direction in world coordinates.
* @function MyAvatar.getHeadLookAt * @function MyAvatar.getHeadLookAt
* @returns {Vec3} The head's "look at" target in world coordinates. * @returns {Vec3} The head's look-at target in world coordinates.
*/ */
Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; } Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
/**jsdoc /**jsdoc
* Returns control of the avatar's head to the engine, and releases control from API calls. * Returns control of the avatar's head to the engine, and releases control from API calls.
* @function MyAvatar.releaseHeadLookAtControl * @function MyAvatar.releaseHeadLookAtControl
*/ */
Q_INVOKABLE void releaseHeadLookAtControl(); Q_INVOKABLE void releaseHeadLookAtControl();
/**jsdoc /**jsdoc
* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
* have full control of the eyes for a limited time. If this method is not called for two seconds, * have full control of the eyes for a limited time. If this method is not called for two seconds,
* the engine regains control of the eyes. * the engine regains control of the eyes.
* @function MyAvatar.setEyesLookAt * @function MyAvatar.setEyesLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates. * @param {Vec3} lookAtTarget - The target point in world coordinates.
*/ */
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget); Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc /**jsdoc
* Returns the current target point of the eyes look direction in world coordinates. * Returns the current target point of the eyes look direction in world coordinates.
* @function MyAvatar.getEyesLookAt * @function MyAvatar.getEyesLookAt
* @returns {Vec3} The eyes' "look at" target in world coordinates. * @returns {Vec3} The eyes' look-at target in world coordinates.
*/ */
Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); } Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
/**jsdoc /**jsdoc
* Returns control of the avatar's eyes to the engine, and releases control from API calls. * Returns control of the avatar's eyes to the engine, and releases control from API calls.
* @function MyAvatar.releaseEyesLookAtControl * @function MyAvatar.releaseEyesLookAtControl
*/ */
Q_INVOKABLE void releaseEyesLookAtControl(); Q_INVOKABLE void releaseEyesLookAtControl();
/**jsdoc /**jsdoc

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@ -27,7 +27,6 @@ using UniformLambdas = std::list<std::function<void(gpu::Batch& batch)>>;
const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 }; const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
/**jsdoc /**jsdoc
* An object containing user-defined uniforms for communicating data to shaders. * An object containing user-defined uniforms for communicating data to shaders.
* @typedef {object} ProceduralUniforms * @typedef {object} ProceduralUniforms
*/ */

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@ -106,7 +106,7 @@
* }, 2000); * }, 2000);
* *
* @example * @example
* // HTML file, "OverlayWebWindow.qml". * // HTML file, "OverlayWebWindow.html".
* *
* <!DOCTYPE html> * <!DOCTYPE html>
* <html> * <html>