From ce174696c071088b2574555bd1703d06d472195b Mon Sep 17 00:00:00 2001 From: ingerjm0 Date: Tue, 12 Nov 2019 14:38:51 -0800 Subject: [PATCH] JSDoc revisions for PR 16144 --- interface/src/avatar/MyAvatar.h | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index ca9c839fda..8eec837d7b 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -1746,7 +1746,7 @@ public: void prepareAvatarEntityDataForReload(); /**jsdoc - * Turn the avatar's head until it faces the target point within the 90/-90 degree range. + * Turns the avatar's head until it faces the target point within a 90/-90 degree range. * Once this method is called, API calls will have full control of the head for a limited time. * If this method is not called for two seconds, the engine will regain control of the head. * @function MyAvatar.setHeadLookAt @@ -1755,36 +1755,36 @@ public: Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget); /**jsdoc - * Returns the current head look at target point in world coordinates. + * Returns the current target point of the head's look direction in world coordinates. * @function MyAvatar.getHeadLookAt - * @returns {Vec3} The head's look at target in world coordinates. + * @returns {Vec3} The head's "look at" target in world coordinates. */ Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; } /**jsdoc - * When this function is called the engine regains control of the head immediately. + * Returns control of the avatar's head to the engine, and releases control from API calls. * @function MyAvatar.releaseHeadLookAtControl */ Q_INVOKABLE void releaseHeadLookAtControl(); /**jsdoc - * Force the avatar's eyes to look to the specified location. - * Once this method is called, API calls will have full control of the eyes for a limited time. - * If this method is not called for two seconds, the engine will regain control of the eyes. + * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls + * will have full control of the eyes for a limited time. If this method is not called for two seconds, + * the engine will regain control of the eyes. * @function MyAvatar.setEyesLookAt * @param {Vec3} lookAtTarget - The target point in world coordinates. */ Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget); /**jsdoc - * Returns the current eyes look at target point in world coordinates. + * Returns the current target point of the eyes look direction in world coordinates. * @function MyAvatar.getEyesLookAt - * @returns {Vec3} The eyes's look at target in world coordinates. + * @returns {Vec3} The eyes' "look at" target in world coordinates. */ Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); } /**jsdoc - * When this function is called the engine regains control of the eyes immediately. + * Returns control of the avatar's eyes to the engine, and releases control from API calls. * @function MyAvatar.releaseEyesLookAtControl */ Q_INVOKABLE void releaseEyesLookAtControl();