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Doc review
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2 changed files with 24 additions and 7 deletions
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@ -31,7 +31,7 @@ class QScriptEngine;
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* @property {Vec3} position - The position of the HMD if currently in VR display mode, otherwise
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* {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Quat} orientation - The orientation of the HMD if currently in VR display mode, otherwise
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* {@link Quat(0)|Quat.IDENTITY}.<em>Read-only.</em>
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* {@link Quat(0)|Quat.IDENTITY}. <em>Read-only.</em>
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* @property {boolean} active - <code>true</code> if the display mode is HMD, otherwise <code>false</code>. <em>Read-only.</em>
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* @property {boolean} mounted - <code>true</code> if currently in VR display mode and the HMD is being worn, otherwise
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* <code>false</code>. <em>Read-only.</em>
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@ -74,6 +74,23 @@ public:
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* @param {Vec3} position - The origin of the ray.
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* @param {Vec3} direction - The direction of the ray.
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* @returns {Vec3} The point of intersection with the HUD overlay if it intersects, otherwise {@link Vec3(0)|Vec3.ZERO}.
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* @example <caption>Draw a square on the HUD overlay in the direction you're looking.</caption>
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* var hudIntersection = HMD.calculateRayUICollisionPoint(MyAvatar.getHeadPosition(),
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* Quat.getForward(MyAvatar.headOrientation));
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* var hudPoint = HMD.overlayFromWorldPoint(hudIntersection);
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*
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* var DIMENSIONS = { x: 50, y: 50 };
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* var square = Overlays.addOverlay("rectangle", {
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* x: hudPoint.x - DIMENSIONS.x / 2,
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* y: hudPoint.y - DIMENSIONS.y / 2,
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* width: DIMENSIONS.x,
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* height: DIMENSIONS.y,
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* color: { red: 255, green: 0, blue: 0 }
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* });
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*
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* Script.scriptEnding.connect(function () {
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* Overlays.deleteOverlay(square);
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* });
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*/
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Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const;
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@ -201,7 +218,7 @@ public:
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/**jsdoc
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* Check whether there are specific HMD controllers available.
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* @function HMD.isSubdeviceContainingNameAvailable
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* @param {string} - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.
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* @param {string} name - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.
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* @returns {boolean} <code>true</code> if an HMD controller with a name containing the specified <code>name</code> is
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* available, otherwise <code>false</code>.
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* @example <caption>Report if particular Oculus controllers are available.</caption>
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@ -240,15 +257,15 @@ public:
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/**jsdoc
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* Causes the borders and decorations in HUD windows to be enlarged when the laser intersects them in HMD mode. By default,
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* borders and decorations are not enlarged.
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* Causes the borders in HUD windows to be enlarged when the laser intersects them in HMD mode. By default, borders are not
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* enlarged.
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* @function HMD.activateHMDHandMouse
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*/
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Q_INVOKABLE void activateHMDHandMouse();
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/**jsdoc
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* Causes the border and decorations in HUD windows to no longer be enlarged when the laser intersects them in HMD mode. By
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* default, borders and decorations are not enlarged.
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* Causes the border in HUD windows to no longer be enlarged when the laser intersects them in HMD mode. By default,
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* borders are not enlarged.
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* @function HMD.deactivateHMDHandMouse
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*/
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Q_INVOKABLE void deactivateHMDHandMouse();
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@ -47,7 +47,7 @@ signals:
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* @example <caption>Report when the display mode changes.</caption>
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* HMD.displayModeChanged.connect(function (isHMDMode) {
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* print("Display mode changed");
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* print("isHMD = " + isHMD);
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* print("isHMD = " + isHMDMode);
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* print("HMD.active = " + HMD.active);
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* print("HMD.mounted = " + HMD.mounted);
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* });
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