Doc review

This commit is contained in:
David Rowe 2018-04-12 10:54:35 +12:00
parent 7a9e3388fa
commit c2f0f7ef5f
2 changed files with 24 additions and 7 deletions

View file

@ -31,7 +31,7 @@ class QScriptEngine;
* @property {Vec3} position - The position of the HMD if currently in VR display mode, otherwise
* {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
* @property {Quat} orientation - The orientation of the HMD if currently in VR display mode, otherwise
* {@link Quat(0)|Quat.IDENTITY}.<em>Read-only.</em>
* {@link Quat(0)|Quat.IDENTITY}. <em>Read-only.</em>
* @property {boolean} active - <code>true</code> if the display mode is HMD, otherwise <code>false</code>. <em>Read-only.</em>
* @property {boolean} mounted - <code>true</code> if currently in VR display mode and the HMD is being worn, otherwise
* <code>false</code>. <em>Read-only.</em>
@ -74,6 +74,23 @@ public:
* @param {Vec3} position - The origin of the ray.
* @param {Vec3} direction - The direction of the ray.
* @returns {Vec3} The point of intersection with the HUD overlay if it intersects, otherwise {@link Vec3(0)|Vec3.ZERO}.
* @example <caption>Draw a square on the HUD overlay in the direction you're looking.</caption>
* var hudIntersection = HMD.calculateRayUICollisionPoint(MyAvatar.getHeadPosition(),
* Quat.getForward(MyAvatar.headOrientation));
* var hudPoint = HMD.overlayFromWorldPoint(hudIntersection);
*
* var DIMENSIONS = { x: 50, y: 50 };
* var square = Overlays.addOverlay("rectangle", {
* x: hudPoint.x - DIMENSIONS.x / 2,
* y: hudPoint.y - DIMENSIONS.y / 2,
* width: DIMENSIONS.x,
* height: DIMENSIONS.y,
* color: { red: 255, green: 0, blue: 0 }
* });
*
* Script.scriptEnding.connect(function () {
* Overlays.deleteOverlay(square);
* });
*/
Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const;
@ -201,7 +218,7 @@ public:
/**jsdoc
* Check whether there are specific HMD controllers available.
* @function HMD.isSubdeviceContainingNameAvailable
* @param {string} - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.
* @param {string} name - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.
* @returns {boolean} <code>true</code> if an HMD controller with a name containing the specified <code>name</code> is
* available, otherwise <code>false</code>.
* @example <caption>Report if particular Oculus controllers are available.</caption>
@ -240,15 +257,15 @@ public:
/**jsdoc
* Causes the borders and decorations in HUD windows to be enlarged when the laser intersects them in HMD mode. By default,
* borders and decorations are not enlarged.
* Causes the borders in HUD windows to be enlarged when the laser intersects them in HMD mode. By default, borders are not
* enlarged.
* @function HMD.activateHMDHandMouse
*/
Q_INVOKABLE void activateHMDHandMouse();
/**jsdoc
* Causes the border and decorations in HUD windows to no longer be enlarged when the laser intersects them in HMD mode. By
* default, borders and decorations are not enlarged.
* Causes the border in HUD windows to no longer be enlarged when the laser intersects them in HMD mode. By default,
* borders are not enlarged.
* @function HMD.deactivateHMDHandMouse
*/
Q_INVOKABLE void deactivateHMDHandMouse();

View file

@ -47,7 +47,7 @@ signals:
* @example <caption>Report when the display mode changes.</caption>
* HMD.displayModeChanged.connect(function (isHMDMode) {
* print("Display mode changed");
* print("isHMD = " + isHMD);
* print("isHMD = " + isHMDMode);
* print("HMD.active = " + HMD.active);
* print("HMD.mounted = " + HMD.mounted);
* });