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Merge pull request #15959 from ctrlaltdavid/DOC-124
DOC-124: Tidy JSDoc from some recent API changes
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commit
f487d094fe
5 changed files with 39 additions and 32 deletions
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@ -2042,17 +2042,19 @@ public slots:
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void setEnableDebugDrawDefaultPose(bool isEnabled);
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/**jsdoc
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* Displays animation debug graphics. By default it shows the animation poses used for rendering.
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* However, the property MyAvatar.setDebugDrawAnimPoseName can be used to draw a specific animation node.
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* Displays animation debug graphics. By default, the animation poses used for rendering are displayed. However,
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* {@link MyAvatar.setDebugDrawAnimPoseName} can be used to set a specific animation node to display.
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* @function MyAvatar.setEnableDebugDrawAnimPose
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* @param {boolean} enabled - <code>true</code> to show the debug graphics, <code>false</code> to hide.
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*/
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void setEnableDebugDrawAnimPose(bool isEnabled);
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/**jsdoc
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* If set it determines which animation debug graphics to draw, when MyAvatar.setEnableDebugDrawAnimPose is set to true.
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* Sets the animation node to display when animation debug graphics are enabled with
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* {@link MyAvatar.setEnableDebugDrawAnimPose}.
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* @function MyAvatar.setDebugDrawAnimPoseName
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* @param {boolean} enabled - <code>true</code> to show the debug graphics, <code>false</code> to hide.
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* @param {string} poseName - The name of the animation node to display debug graphics for. Use <code>""</code> to reset to
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* default.
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*/
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void setDebugDrawAnimPoseName(QString poseName);
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@ -66,15 +66,19 @@ class Audio : public AudioScriptingInterface, protected ReadWriteLockable {
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* @property {boolean} pushToTalkHMD - <code>true</code> if HMD push-to-talk is enabled, otherwise <code>false</code>.
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* @property {boolean} pushingToTalk - <code>true</code> if the user is currently pushing-to-talk, otherwise
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* <code>false</code>.
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* @property {number} avatarGain - The gain (relative volume) that avatars' voices are played at. This gain is used at the server.
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* @property {number} localInjectorGain - The gain (relative volume) that local injectors (local environment sounds) are played at.
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* @property {number} serverInjectorGain - The gain (relative volume) that server injectors (server environment sounds) are played at. This gain is used at the server.
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* @property {number} systemInjectorGain - The gain (relative volume) that system sounds are played at.
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* @property {number} pushingToTalkOutputGainDesktop - The gain (relative volume) that all sounds are played at when the user is holding
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* the push-to-talk key in Desktop mode.
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* @property {boolean} acousticEchoCancellation - <code>true</code> if audio-echo-cancellation is enabled, otherwise
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* <code>false</code>. When enabled, sound from the audio output will be suppressed when it echos back to the
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* input audio signal.
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* @property {number} avatarGain - The gain (relative volume in dB) that avatars' voices are played at. This gain is used
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* at the server.
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* @property {number} localInjectorGain - The gain (relative volume in dB) that local injectors (local environment sounds)
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* are played at.
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* @property {number} serverInjectorGain - The gain (relative volume in dB) that server injectors (server environment
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* sounds) are played at. This gain is used at the server.
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* @property {number} systemInjectorGain - The gain (relative volume in dB) that system sounds are played at.
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* @property {number} pushingToTalkOutputGainDesktop - The gain (relative volume in dB) that all sounds are played at when
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* the user is holding the push-to-talk key in desktop mode.
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* @property {boolean} acousticEchoCancellation - <code>true</code> if acoustic echo cancellation is enabled, otherwise
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* <code>false</code>. When enabled, sound from the audio output is suppressed when it echos back to the input audio
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* signal.
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*
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* @comment The following properties are from AudioScriptingInterface.h.
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* @property {boolean} isStereoInput - <code>true</code> if the input audio is being used in stereo, otherwise
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@ -301,18 +305,18 @@ public:
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Q_INVOKABLE bool getRecording();
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/**jsdoc
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* Sets the output volume gain that will be used when the user is holding the Push to Talk key.
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* Sets the output volume gain that will be used when the user is holding the push-to-talk key.
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* Should be negative.
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* @function Audio.setPushingToTalkOutputGainDesktop
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* @param {number} gain - The output volume gain (dB) while using PTT.
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* @param {number} gain - The output volume gain (dB) while using push-to-talk.
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*/
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Q_INVOKABLE void setPushingToTalkOutputGainDesktop(float gain);
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/**jsdoc
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* Gets the output volume gain that is used when the user is holding the Push to Talk key.
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* Gets the output volume gain that is used when the user is holding the push-to-talk key.
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* Should be negative.
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* @function Audio.getPushingToTalkOutputGainDesktop
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* @returns {number} gain - The output volume gain (dB) while using PTT.
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* @returns {number} gain - The output volume gain (dB) while using push-to-talk.
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*/
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Q_INVOKABLE float getPushingToTalkOutputGainDesktop();
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@ -457,7 +461,7 @@ signals:
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/**jsdoc
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* Triggered when the avatar gain changes.
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* @function Audio.avatarGainChanged
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* @param {number} gain - The new avatar gain value.
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* @param {number} gain - The new avatar gain value (dB).
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* @returns {Signal}
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*/
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void avatarGainChanged(float gain);
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@ -465,7 +469,7 @@ signals:
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/**jsdoc
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* Triggered when the local injector gain changes.
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* @function Audio.localInjectorGainChanged
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* @param {number} gain - The new local injector gain value.
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* @param {number} gain - The new local injector gain value (dB).
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* @returns {Signal}
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*/
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void localInjectorGainChanged(float gain);
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@ -473,7 +477,7 @@ signals:
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/**jsdoc
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* Triggered when the server injector gain changes.
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* @function Audio.serverInjectorGainChanged
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* @param {number} gain - The new server injector gain value.
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* @param {number} gain - The new server injector gain value (dB).
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* @returns {Signal}
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*/
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void serverInjectorGainChanged(float gain);
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@ -481,7 +485,7 @@ signals:
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/**jsdoc
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* Triggered when the system injector gain changes.
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* @function Audio.systemInjectorGainChanged
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* @param {number} gain - The new system injector gain value.
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* @param {number} gain - The new system injector gain value (dB).
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* @returns {Signal}
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*/
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void systemInjectorGainChanged(float gain);
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@ -489,7 +493,7 @@ signals:
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/**jsdoc
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* Triggered when the push to talk gain changes.
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* @function Audio.pushingToTalkOutputGainDesktopChanged
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* @param {number} gain - The new output gain value.
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* @param {number} gain - The new output gain value (dB).
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* @returns {Signal}
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*/
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void pushingToTalkOutputGainDesktopChanged(float gain);
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@ -1307,11 +1307,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
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* @property {number} rightMargin=0.0 - The right margin, in meters.
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* @property {number} topMargin=0.0 - The top margin, in meters.
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* @property {number} bottomMargin=0.0 - The bottom margin, in meters.
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* @property {boolean} unlit=false - <code>true</code> if the entity should be unaffected by lighting. Otherwise, the text
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* is lit by the keylight and local lights.
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* @property {string} font="" - The text is rendered with this font. Can be one of the following: <code>Courier</code,
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* <code>Inconsolata</code>, <code>Roboto</code>, <code>Timeless</code>, or a path to a .sdff file.
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* @property {TextEffect} textEffect="none" - The effect that is applied to the text.
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* @property {boolean} unlit=false - <code>true</code> if the entity is unaffected by lighting, <code>false</code> if it is lit
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* by the key light and local lights.
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* @property {string} font="" - The font to render the text with. It can be one of the following: <code>"Courier"</code,
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* <code>"Inconsolata"</code>, <code>"Roboto"</code>, <code>"Timeless"</code>, or a path to a .sdff file.
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* @property {Entities.TextEffect} textEffect="none" - The effect that is applied to the text.
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* @property {Color} textEffectColor=255,255,255 - The color of the effect.
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* @property {number} textEffectThickness=0.2 - The magnitude of the text effect, range <code>0.0</code> – <code>0.5</code>.
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* @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera.
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@ -37,10 +37,10 @@ class ReadBitstreamToTreeParams;
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* are cast by avatars, plus {@link Entities.EntityProperties-Model|Model} and
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* {@link Entities.EntityProperties-Shape|Shape} entities that have their
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* <code>{@link Entities.EntityProperties|canCastShadow}</code> property set to <code>true</code>.
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* @property {number} shadowBias=0.5 - The bias of the shadows cast by the light. Use this to fine-tune your shadows to your scene
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* to prevent shadow acne and peter panning. In the range <code>0.0</code> – <code>1.0</code>.
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* @property {number} shadowMaxDistance=40.0 - The max distance from your view at which shadows will be computed. Higher values will
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* cover more of your scene, but with less precision. In the range <code>1.0</code> – <code>250.0</code>.
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* @property {number} shadowBias=0.5 - The bias of the shadows cast by the light, range <code>0.0</code> –
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* <code>1.0</code>. This fine-tunes shadows cast by the light, to prevent shadow acne and peter panning.
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* @property {number} shadowMaxDistance=40.0 - The maximum distance from the camera position at which shadows will be computed,
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* range <code>1.0</code> – <code>250.0</code>. Higher values cover more of the scene but with less precision.
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*/
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class KeyLightPropertyGroup : public PropertyGroup {
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public:
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@ -120,7 +120,8 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {number|string} opacity=1.0 - The opacity, range <code>0.0</code> – <code>1.0</code>.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {boolean|string} unlit=false - <code>true</code> if the material is not lit, <code>false</code> if it is.
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* @property {boolean|string} unlit=false - <code>true</code> if the material is unaffected by lighting, <code>false</code> if
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* it is lit by the key light and local lights.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {ColorFloat|RGBS|string} albedo - The albedo color. A {@link ColorFloat} value is treated as sRGB and must have
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* component values in the range <code>0.0</code> – <code>1.0</code>. A {@link RGBS} value can be either RGB or sRGB.
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