Doc review

This commit is contained in:
David Rowe 2019-05-14 10:32:28 +12:00
parent c3730e41f7
commit 70ec84177a
4 changed files with 8 additions and 7 deletions

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@ -61,7 +61,7 @@ void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::v
* An intersection result for a collision pick.
*
* @typedef {object} CollisionPickResult
* @property {boolean} intersects - <code>truen</code> if there is at least one intersection, <code>false</code> if there isn't.
* @property {boolean} intersects - <code>true</code> if there is at least one intersection, <code>false</code> if there isn't.
* @property {IntersectingObject[]} intersectingObjects - All objects which intersect with the <code>collisionRegion</code>.
* @property {CollisionRegion} collisionRegion - The collision region that was used. Valid even if there was no intersection.
*/

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@ -325,7 +325,7 @@ unsigned int PickScriptingInterface::createParabolaPick(const QVariant& properti
* @property {number} threshold - The approximate minimum penetration depth for a test object to be considered in contact with
* the collision region. The depth is in world coordinates but scales with the parent if defined.
* @property {CollisionMask} [collisionGroup=8] - The type of objects the collision region collides as. Objects whose collision
* masks overlap with the regions's collision group are considered to be colliding with the region.
* masks overlap with the region's collision group are considered to be colliding with the region.
*/
unsigned int PickScriptingInterface::createCollisionPick(const QVariant& properties) {
QVariantMap propMap = properties.toMap();

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@ -72,7 +72,7 @@ const int32_t BULLET_COLLISION_MASK_DETAILED_RAY = BULLET_COLLISION_GROUP_DETAIL
const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
/**jsdoc
* <p>A collision may be with the following types of items:</p>
* <p>A collision may occur with the following types of items:</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th>

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@ -426,15 +426,16 @@ public:
/**jsdoc
* A volume for checking collisions in the physics simulation.
* @typedef {object} CollisionRegion
* @property {Shape} shape - The collision region's shape and size. Dimensions are in world space, but scale with the parent
* if defined.
* @property {boolean} loaded - <code>true</code> if the <code>shape</code> has no model, or has a model and it is loaded.
* @property {Shape} shape - The collision region's shape and size. Dimensions are in world coordinates, but scale with the
* parent if defined.
* @property {boolean} loaded - <code>true</code> if the <code>shape</code> has no model, or has a model and it is loaded,
* <code>false</code> if otherwise.
* @property {Vec3} position - The position of the collision region, relative to the parent if defined.
* @property {Quat} orientation - The orientation of the collision region, relative to the parent if defined.
* @property {number} threshold - The approximate minimum penetration depth for a test object to be considered in contact with
* the collision region. The depth is in world coordinates but scales with the parent if defined.
* @property {CollisionMask} [collisionGroup=8] - The type of objects the collision region collides as. Objects whose collision
* masks overlap with the regions's collision group are considered to be colliding with the region.
* masks overlap with the region's collision group are considered to be colliding with the region.
*/
/**jsdoc