diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 5bf6461dab..7822b6a8f3 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -527,7 +527,7 @@ public: * 0ForceSitAssumes 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). * 1ForceStandAssumes 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). * 2AutoInterface 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 diff --git a/libraries/procedural/src/procedural/Procedural.h b/libraries/procedural/src/procedural/Procedural.h index 89f21218e6..9b3d0a9bd4 100644 --- a/libraries/procedural/src/procedural/Procedural.h +++ b/libraries/procedural/src/procedural/Procedural.h @@ -27,7 +27,6 @@ using UniformLambdas = std::list>; const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 }; /**jsdoc - * An object containing user-defined uniforms for communicating data to shaders. * @typedef {object} ProceduralUniforms */ diff --git a/libraries/ui/src/QmlWebWindowClass.h b/libraries/ui/src/QmlWebWindowClass.h index 3ca6418195..16e18f282f 100644 --- a/libraries/ui/src/QmlWebWindowClass.h +++ b/libraries/ui/src/QmlWebWindowClass.h @@ -106,7 +106,7 @@ * }, 2000); * * @example - * // HTML file, "OverlayWebWindow.qml". + * // HTML file, "OverlayWebWindow.html". * * *