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

View file

@ -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
* 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
* 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>
* <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
@ -1792,47 +1792,47 @@ public:
void prepareAvatarEntityDataForReload();
/**jsdoc
* 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.
* If this method is not called for two seconds, the engine will regain control of the head.
* @function MyAvatar.setHeadLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
*/
* 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.
* If this method is not called for 2 seconds, the engine will regain control of the head.
* @function MyAvatar.setHeadLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
*/
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
* Returns the current target point of the head's look direction in world coordinates.
* @function MyAvatar.getHeadLookAt
* @returns {Vec3} The head's "look at" target in world coordinates.
*/
* Returns the current target point of the head's look direction in world coordinates.
* @function MyAvatar.getHeadLookAt
* @returns {Vec3} The head's look-at target in world coordinates.
*/
Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
/**jsdoc
* Returns control of the avatar's head to the engine, and releases control from API calls.
* @function MyAvatar.releaseHeadLookAtControl
*/
* Returns control of the avatar's head to the engine, and releases control from API calls.
* @function MyAvatar.releaseHeadLookAtControl
*/
Q_INVOKABLE void releaseHeadLookAtControl();
/**jsdoc
* 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,
* the engine regains control of the eyes.
* @function MyAvatar.setEyesLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
*/
* 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,
* the engine regains control of the eyes.
* @function MyAvatar.setEyesLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
*/
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
* Returns the current target point of the eyes look direction in world coordinates.
* @function MyAvatar.getEyesLookAt
* @returns {Vec3} The eyes' "look at" target in world coordinates.
*/
* Returns the current target point of the eyes look direction in world coordinates.
* @function MyAvatar.getEyesLookAt
* @returns {Vec3} The eyes' look-at target in world coordinates.
*/
Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
/**jsdoc
* Returns control of the avatar's eyes to the engine, and releases control from API calls.
* @function MyAvatar.releaseEyesLookAtControl
*/
* Returns control of the avatar's eyes to the engine, and releases control from API calls.
* @function MyAvatar.releaseEyesLookAtControl
*/
Q_INVOKABLE void releaseEyesLookAtControl();
/**jsdoc

View file

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

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