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JSDoc revisions for PR 16144
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1 changed files with 10 additions and 10 deletions
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@ -1746,7 +1746,7 @@ public:
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void prepareAvatarEntityDataForReload();
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/**jsdoc
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* Turn the avatar's head until it faces the target point within the 90/-90 degree range.
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* Turns the avatar's head until it faces the target point within a 90/-90 degree range.
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* Once this method is called, API calls will have full control of the head for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the head.
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* @function MyAvatar.setHeadLookAt
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@ -1755,36 +1755,36 @@ public:
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Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current head look at target point in world coordinates.
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* Returns the current target point of the head's look direction in world coordinates.
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* @function MyAvatar.getHeadLookAt
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* @returns {Vec3} The head's look at target in world coordinates.
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* @returns {Vec3} The head's "look at" target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
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/**jsdoc
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* When this function is called the engine regains control of the head immediately.
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* Returns control of the avatar's head to the engine, and releases control from API calls.
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* @function MyAvatar.releaseHeadLookAtControl
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*/
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Q_INVOKABLE void releaseHeadLookAtControl();
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/**jsdoc
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* Force the avatar's eyes to look to the specified location.
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* Once this method is called, API calls will have full control of the eyes for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the eyes.
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* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
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* will have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine will regain control of the eyes.
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* @function MyAvatar.setEyesLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current eyes look at target point in world coordinates.
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* Returns the current target point of the eyes look direction in world coordinates.
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* @function MyAvatar.getEyesLookAt
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* @returns {Vec3} The eyes's look at target in world coordinates.
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* @returns {Vec3} The eyes' "look at" target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
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/**jsdoc
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* When this function is called the engine regains control of the eyes immediately.
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* Returns control of the avatar's eyes to the engine, and releases control from API calls.
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* @function MyAvatar.releaseEyesLookAtControl
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*/
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Q_INVOKABLE void releaseEyesLookAtControl();
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