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Merge pull request #15383 from ctrlaltdavid/M22196
Case 22196: HMD JSDoc update
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commit
9261df5c24
1 changed files with 36 additions and 24 deletions
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@ -1,4 +1,4 @@
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//
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// HMDScriptingInterface.h
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// interface/src/scripting
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//
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@ -25,7 +25,7 @@ class QScriptEngine;
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#include <QReadWriteLock>
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/**jsdoc
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* The HMD API provides access to the HMD used in VR display mode.
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* The <code>HMD</code> API provides access to the HMD used in VR display mode.
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*
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* @namespace HMD
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*
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@ -87,7 +87,7 @@ class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Depen
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public:
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/**jsdoc
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* Calculate the intersection of a ray with the HUD overlay.
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* Calculates the intersection of a ray with the HUD overlay.
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* @function HMD.calculateRayUICollisionPoint
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* @param {Vec3} position - The origin of the ray.
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* @param {Vec3} direction - The direction of the ray.
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@ -115,7 +115,7 @@ public:
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glm::vec3 calculateParabolaUICollisionPoint(const glm::vec3& position, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance) const;
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/**jsdoc
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* Get the 2D HUD overlay coordinates of a 3D point on the HUD overlay.
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* Gets the 2D HUD overlay coordinates of a 3D point on the HUD overlay.
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* 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.
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* @function HMD.overlayFromWorldPoint
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* @param {Vec3} position - The point on the HUD overlay in world coordinates.
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@ -141,7 +141,7 @@ public:
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Q_INVOKABLE glm::vec2 overlayFromWorldPoint(const glm::vec3& position) const;
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/**jsdoc
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* Get the 3D world coordinates of a 2D point on the HUD overlay.
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* Gets the 3D world coordinates of a 2D point on the HUD overlay.
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* 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.
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* @function HMD.worldPointFromOverlay
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* @param {Vec2} coordinates - The point on the HUD overlay in HUD coordinates.
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@ -150,7 +150,7 @@ public:
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Q_INVOKABLE glm::vec3 worldPointFromOverlay(const glm::vec2& overlay) const;
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/**jsdoc
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* Get the 2D point on the HUD overlay represented by given spherical coordinates.
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* Gets the 2D point on the HUD overlay represented by given spherical coordinates.
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* 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.
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* Spherical coordinates are polar coordinates in radians with <code>{ x: 0, y: 0 }</code> being the center of the HUD
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* overlay.
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@ -161,7 +161,7 @@ public:
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Q_INVOKABLE glm::vec2 sphericalToOverlay(const glm::vec2 & sphericalPos) const;
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/**jsdoc
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* Get the spherical coordinates of a 2D point on the HUD overlay.
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* Gets the spherical coordinates of a 2D point on the HUD overlay.
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* 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.
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* Spherical coordinates are polar coordinates in radians with <code>{ x: 0, y: 0 }</code> being the center of the HUD
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* overlay.
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@ -172,21 +172,21 @@ public:
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Q_INVOKABLE glm::vec2 overlayToSpherical(const glm::vec2 & overlayPos) const;
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/**jsdoc
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* Recenter the HMD HUD to the current HMD position and orientation.
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* Recenters the HMD HUD to the current HMD position and orientation.
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* @function HMD.centerUI
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*/
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Q_INVOKABLE void centerUI();
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/**jsdoc
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* Get the name of the HMD audio input device.
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* Gets the name of the HMD audio input device.
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* @function HMD.preferredAudioInput
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* @returns {string} The name of the HMD audio input device if in HMD mode, otherwise an empty string.
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*/
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Q_INVOKABLE QString preferredAudioInput() const;
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/**jsdoc
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* Get the name of the HMD audio output device.
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* Gets the name of the HMD audio output device.
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* @function HMD.preferredAudioOutput
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* @returns {string} The name of the HMD audio output device if in HMD mode, otherwise an empty string.
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*/
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@ -194,10 +194,10 @@ public:
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/**jsdoc
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* Check whether there is an HMD available.
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* Checks whether there is an HMD available.
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* @function HMD.isHMDAvailable
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* @param {string} [name=""] - The name of the HMD to check for, e.g., <code>"Oculus Rift"</code>. The name is the same as
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* may be displayed in Interface's "Display" menu. If no name is specified then any HMD matches.
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* may be displayed in Interface's "Display" menu. If no name is specified, then any HMD matches.
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* @returns {boolean} <code>true</code> if an HMD of the specified <code>name</code> is available, otherwise
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* <code>false</code>.
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* @example <caption>Report on HMD availability.</caption>
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Q_INVOKABLE bool isHMDAvailable(const QString& name = "");
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/**jsdoc
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* Check whether there is an HMD head controller available.
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* Checks whether there is an HMD head controller available.
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* @function HMD.isHeadControllerAvailable
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* @param {string} [name=""] - The name of the HMD head controller to check for, e.g., <code>"Oculus"</code>. If no name is
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* specified then any HMD head controller matches.
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* specified, then any HMD head controller matches.
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* @returns {boolean} <code>true</code> if an HMD head controller of the specified <code>name</code> is available,
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* otherwise <code>false</code>.
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* @example <caption>Report HMD head controller availability.</caption>
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@ -222,10 +222,10 @@ public:
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Q_INVOKABLE bool isHeadControllerAvailable(const QString& name = "");
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/**jsdoc
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* Check whether there are HMD hand controllers available.
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* Checks whether there are HMD hand controllers available.
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* @function HMD.isHandControllerAvailable
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* @param {string} [name=""] - The name of the HMD hand controller to check for, e.g., <code>"Oculus"</code>. If no name is
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* specified then any HMD hand controller matches.
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* specified, then any HMD hand controller matches.
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* @returns {boolean} <code>true</code> if an HMD hand controller of the specified <code>name</code> is available,
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* otherwise <code>false</code>.
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* @example <caption>Report HMD hand controller availability.</caption>
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@ -236,7 +236,7 @@ public:
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Q_INVOKABLE bool isHandControllerAvailable(const QString& name = "");
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/**jsdoc
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* Check whether there are specific HMD controllers available.
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* Checks whether there are specific HMD controllers available.
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* @function HMD.isSubdeviceContainingNameAvailable
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* @param {string} name - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.
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* @returns {boolean} <code>true</code> if an HMD controller with a name containing the specified <code>name</code> is
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Q_INVOKABLE bool isSubdeviceContainingNameAvailable(const QString& name);
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/**jsdoc
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* Signal that models of the HMD hand controllers being used should be displayed. The models are displayed at their actual,
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* Signals that models of the HMD hand controllers being used should be displayed. The models are displayed at their actual,
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* real-world locations.
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* @function HMD.requestShowHandControllers
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* @example <caption>Show your hand controllers for 10 seconds.</caption>
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Q_INVOKABLE void requestShowHandControllers();
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/**jsdoc
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* Signal that it is no longer necessary to display models of the HMD hand controllers being used. If no other scripts
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* Signals that it is no longer necessary to display models of the HMD hand controllers being used. If no other scripts
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* want the models displayed then they are no longer displayed.
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* @function HMD.requestHideHandControllers
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*/
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Q_INVOKABLE void requestHideHandControllers();
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/**jsdoc
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* Check whether any script wants models of the HMD hand controllers displayed. Requests are made and canceled using
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* Checks whether any script wants models of the HMD hand controllers displayed. Requests are made and canceled using
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* {@link HMD.requestShowHandControllers|requestShowHandControllers} and
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* {@link HMD.requestHideHandControllers|requestHideHandControllers}.
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* @function HMD.shouldShowHandControllers
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@ -292,8 +292,8 @@ public:
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/**jsdoc
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* Suppress the activation of the HMD-provided keyboard, if any. Successful calls should be balanced with a call to
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* {@link HMD.unspressKeyboard|unspressKeyboard} within a reasonable amount of time.
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* Suppresses the activation of the HMD-provided keyboard, if any. Successful calls should be balanced with a call to
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* {@link HMD.unsuppressKeyboard|unsuppressKeyboard} within a reasonable amount of time.
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* @function HMD.suppressKeyboard
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* @returns {boolean} <code>true</code> if the current HMD provides a keyboard and it was successfully suppressed (e.g., it
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* isn't being displayed), otherwise <code>false</code>.
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Q_INVOKABLE bool suppressKeyboard();
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/**jsdoc
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* Unsuppress the activation of the HMD-provided keyboard, if any.
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* Unsuppresses the activation of the HMD-provided keyboard, if any.
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* @function HMD.unsuppressKeyboard
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*/
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/// Enable the keyboard following a suppressKeyboard call
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Q_INVOKABLE void unsuppressKeyboard();
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/**jsdoc
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* Check whether the HMD-provided keyboard, if any, is visible.
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* Checks whether the HMD-provided keyboard, if any, is visible.
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* @function HMD.isKeyboardVisible
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* @returns {boolean} <code>true</code> if the current HMD provides a keyboard and it is visible, otherwise
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* <code>false</code>.
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@ -377,7 +377,19 @@ signals:
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public:
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HMDScriptingInterface();
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/**jsdoc
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* Gets the position on the HUD overlay that your HMD is looking at, in HUD coordinates.
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* @function HMD.getHUDLookAtPosition2D
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* @returns {Vec2} The position on the HUD overlay that your HMD is looking at, in pixels.
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*/
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static QScriptValue getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine);
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/**jsdoc
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* Gets the position on the HUD overlay that your HMD is looking at, in world coordinates.
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* @function HMD.getHUDLookAtPosition3D
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* @returns {Vec3} The position on the HUD overlay the your HMD is looking at, in world coordinates.
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*/
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static QScriptValue getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine);
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bool isMounted() const override;
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