JSDoc revisions for PR 16144

This commit is contained in:
ingerjm0 2019-11-12 14:38:51 -08:00
parent 11cb6ac6e0
commit ce174696c0

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@ -1746,7 +1746,7 @@ public:
void prepareAvatarEntityDataForReload(); void prepareAvatarEntityDataForReload();
/**jsdoc /**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. * 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. * If this method is not called for two seconds, the engine will regain control of the head.
* @function MyAvatar.setHeadLookAt * @function MyAvatar.setHeadLookAt
@ -1755,36 +1755,36 @@ public:
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget); Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc /**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 * @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; } Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
/**jsdoc /**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 * @function MyAvatar.releaseHeadLookAtControl
*/ */
Q_INVOKABLE void releaseHeadLookAtControl(); Q_INVOKABLE void releaseHeadLookAtControl();
/**jsdoc /**jsdoc
* Force the avatar's eyes to look to the specified location. * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
* Once this method is called, API calls will have full control of the eyes for a limited time. * will have full control of the eyes for a limited time. If this method is not called for two seconds,
* If this method is not called for two seconds, the engine will regain control of the eyes. * the engine will regain control of the eyes.
* @function MyAvatar.setEyesLookAt * @function MyAvatar.setEyesLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates. * @param {Vec3} lookAtTarget - The target point in world coordinates.
*/ */
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget); Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc /**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 * @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(); } Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
/**jsdoc /**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 * @function MyAvatar.releaseEyesLookAtControl
*/ */
Q_INVOKABLE void releaseEyesLookAtControl(); Q_INVOKABLE void releaseEyesLookAtControl();