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Doc review
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4 changed files with 8 additions and 7 deletions
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@ -61,7 +61,7 @@ void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::v
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* An intersection result for a collision pick.
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*
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* @typedef {object} CollisionPickResult
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* @property {boolean} intersects - <code>truen</code> if there is at least one intersection, <code>false</code> if there isn't.
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* @property {boolean} intersects - <code>true</code> if there is at least one intersection, <code>false</code> if there isn't.
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* @property {IntersectingObject[]} intersectingObjects - All objects which intersect with the <code>collisionRegion</code>.
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* @property {CollisionRegion} collisionRegion - The collision region that was used. Valid even if there was no intersection.
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*/
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@ -325,7 +325,7 @@ unsigned int PickScriptingInterface::createParabolaPick(const QVariant& properti
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* @property {number} threshold - The approximate minimum penetration depth for a test object to be considered in contact with
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* the collision region. The depth is in world coordinates but scales with the parent if defined.
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* @property {CollisionMask} [collisionGroup=8] - The type of objects the collision region collides as. Objects whose collision
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* masks overlap with the regions's collision group are considered to be colliding with the region.
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* masks overlap with the region's collision group are considered to be colliding with the region.
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*/
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unsigned int PickScriptingInterface::createCollisionPick(const QVariant& properties) {
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QVariantMap propMap = properties.toMap();
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@ -72,7 +72,7 @@ const int32_t BULLET_COLLISION_MASK_DETAILED_RAY = BULLET_COLLISION_GROUP_DETAIL
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const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
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/**jsdoc
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* <p>A collision may be with the following types of items:</p>
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* <p>A collision may occur with the following types of items:</p>
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* <table>
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* <thead>
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* <tr><th>Value</th><th>Description</th>
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@ -426,15 +426,16 @@ public:
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/**jsdoc
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* A volume for checking collisions in the physics simulation.
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* @typedef {object} CollisionRegion
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* @property {Shape} shape - The collision region's shape and size. Dimensions are in world space, but scale with the parent
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* if defined.
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* @property {boolean} loaded - <code>true</code> if the <code>shape</code> has no model, or has a model and it is loaded.
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* @property {Shape} shape - The collision region's shape and size. Dimensions are in world coordinates, but scale with the
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* parent if defined.
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* @property {boolean} loaded - <code>true</code> if the <code>shape</code> has no model, or has a model and it is loaded,
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* <code>false</code> if otherwise.
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* @property {Vec3} position - The position of the collision region, relative to the parent if defined.
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* @property {Quat} orientation - The orientation of the collision region, relative to the parent if defined.
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* @property {number} threshold - The approximate minimum penetration depth for a test object to be considered in contact with
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* the collision region. The depth is in world coordinates but scales with the parent if defined.
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* @property {CollisionMask} [collisionGroup=8] - The type of objects the collision region collides as. Objects whose collision
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* masks overlap with the regions's collision group are considered to be colliding with the region.
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* masks overlap with the region's collision group are considered to be colliding with the region.
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*/
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/**jsdoc
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