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Miscellaneous JSDoc fixes noticed in passing
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3 changed files with 28 additions and 29 deletions
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@ -527,7 +527,7 @@ public:
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* <tr><td><code>0</code></td><td>ForceSit</td><td>Assumes the user is seated in the real world. Disables avatar
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* leaning regardless of what the avatar is doing in the virtual world (i.e., avatar always recenters).</td></tr>
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* <tr><td><code>1</code></td><td>ForceStand</td><td>Assumes the user is standing in the real world. Enables avatar
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* leaning regardless of what the avatar is doing in the virtual world (i.e. avatar leans, then if leans too far it
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* leaning regardless of what the avatar is doing in the virtual world (i.e., avatar leans, then if leans too far it
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* recenters).</td></tr>
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* <tr><td><code>2</code></td><td>Auto</td><td>Interface detects when the user is standing or seated in the real world.
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* Avatar leaning is disabled when the user is sitting (i.e., avatar always recenters), and avatar leaning is enabled
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@ -1792,47 +1792,47 @@ public:
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void prepareAvatarEntityDataForReload();
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/**jsdoc
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* Turns the avatar's head until it faces the target point within a +90/-90 degree range.
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* Once this method is called, API calls will have full control of the head for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the head.
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* @function MyAvatar.setHeadLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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* Turns the avatar's head until it faces the target point within a +90/-90 degree range.
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* Once this method is called, API calls will have full control of the head for a limited time.
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* If this method is not called for 2 seconds, the engine will regain control of the head.
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* @function MyAvatar.setHeadLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current target point of the head's look direction in world coordinates.
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* @function MyAvatar.getHeadLookAt
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* @returns {Vec3} The head's "look at" target in world coordinates.
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*/
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* Returns the current target point of the head's look direction in world coordinates.
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* @function MyAvatar.getHeadLookAt
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* @returns {Vec3} The head's look-at target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
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/**jsdoc
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* Returns control of the avatar's head to the engine, and releases control from API calls.
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* @function MyAvatar.releaseHeadLookAtControl
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*/
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* Returns control of the avatar's head to the engine, and releases control from API calls.
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* @function MyAvatar.releaseHeadLookAtControl
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*/
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Q_INVOKABLE void releaseHeadLookAtControl();
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/**jsdoc
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* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
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* have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine regains control of the eyes.
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* @function MyAvatar.setEyesLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
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* have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine regains control of the eyes.
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* @function MyAvatar.setEyesLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current target point of the eyes look direction in world coordinates.
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* @function MyAvatar.getEyesLookAt
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* @returns {Vec3} The eyes' "look at" target in world coordinates.
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*/
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* Returns the current target point of the eyes look direction in world coordinates.
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* @function MyAvatar.getEyesLookAt
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* @returns {Vec3} The eyes' look-at target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
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/**jsdoc
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* Returns control of the avatar's eyes to the engine, and releases control from API calls.
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* @function MyAvatar.releaseEyesLookAtControl
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*/
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* Returns control of the avatar's eyes to the engine, and releases control from API calls.
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* @function MyAvatar.releaseEyesLookAtControl
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*/
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Q_INVOKABLE void releaseEyesLookAtControl();
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/**jsdoc
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@ -27,7 +27,6 @@ using UniformLambdas = std::list<std::function<void(gpu::Batch& batch)>>;
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const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
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/**jsdoc
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* An object containing user-defined uniforms for communicating data to shaders.
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* @typedef {object} ProceduralUniforms
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*/
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@ -106,7 +106,7 @@
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* }, 2000);
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*
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* @example
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* // HTML file, "OverlayWebWindow.qml".
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* // HTML file, "OverlayWebWindow.html".
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*
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* <!DOCTYPE html>
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* <html>
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