Further JSDoc tweaks

This commit is contained in:
David Rowe 2018-03-08 12:23:13 +13:00
parent e2bf84224a
commit d4487e92b8

View file

@ -909,11 +909,12 @@ public slots:
/**jsdoc
* Get the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's coordinate frame.
* Get the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's position and
* orientation.
* @function Entities.getAbsoluteJointTranslationInObjectFrame
* @param {Uuid} entityID - The ID of the entity.
* @param {number} jointIndex - The integer index of the joint.
* @returns {Vec3} The translation of the joint in the entity's coordinate frame if the entity is a
* @returns {Vec3} The translation of the joint relative to the entity's position and orientation if the entity is a
* {@link Entities.EntityType|Model} entity, the entity is loaded, and the joint index is valid; otherwise
* <code>{@link Vec3(0)|Vec3.ZERO}</code>.
*/
@ -921,11 +922,12 @@ public slots:
Q_INVOKABLE glm::vec3 getAbsoluteJointTranslationInObjectFrame(const QUuid& entityID, int jointIndex);
/**jsdoc
* Get the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's coordinate frame.
* Get the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's position and
* orientation.
* @function Entities.getAbsoluteJointRotationInObjectFrame
* @param {Uuid} entityID - The ID of the entity.
* @param {number} jointIndex - The integer index of the joint.
* @returns {Quat} The rotation of the joint in the entity's coordinate frame if the entity is a
* @returns {Quat} The rotation of the joint relative to the entity's orientation if the entity is a
* {@link Entities.EntityType|Model} entity, the entity is loaded, and the joint index is valid; otherwise
* <code>{@link Quat(0)|Quat.IDENTITY}</code>.
* @example <caption>Compare the local and absolute rotations of an avatar model's left hand joint.</caption>
@ -950,11 +952,12 @@ public slots:
Q_INVOKABLE glm::quat getAbsoluteJointRotationInObjectFrame(const QUuid& entityID, int jointIndex);
/**jsdoc
* Set the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's coordinate frame.
* Set the translation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's position and
* orientation.
* @function Entities.setAbsoluteJointTranslationInObjectFrame
* @param {Uuid} entityID - The ID of the entity.
* @param {number} jointIndex - The integer index of the joint.
* @param {Vec3} translation - The translation relative to the entity's coordinate frame to set the joint to.
* @param {Vec3} translation - The translation to set the joint to relative to the entity's position and orientation.
* @returns {boolean} <code>true</code>if the entity is a {@link Entities.EntityType|Model} entity, the entity is loaded,
* the joint index is valid, and the translation is different to the joint's current translation; otherwise
* <code>false</code>.
@ -963,11 +966,12 @@ public slots:
Q_INVOKABLE bool setAbsoluteJointTranslationInObjectFrame(const QUuid& entityID, int jointIndex, glm::vec3 translation);
/**jsdoc
* Set the rotation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's coordinate frame.
* Set the rotation of a joint in a {@link Entities.EntityType|Model} entity relative to the entity's position and
* orientation.
* @function Entities.setAbsoluteJointRotationInObjectFrame
* @param {Uuid} entityID - The ID of the entity.
* @param {number} jointIndex - The integer index of the joint.
* @param {Quat} rotation - The rotation relative to the entity's coordinate frame to set the joint to.
* @param {Quat} rotation - The rotation to set the joint to relative to the entity's orientation.
* @returns {boolean} <code>true</code> if the entity is a {@link Entities.EntityType|Model} entity, the entity is loaded,
* the joint index is valid, and the rotation is different to the joint's current rotation; otherwise <code>false</code>.
* @example <caption>Raise an avatar model's left palm.</caption>
@ -1126,7 +1130,9 @@ public slots:
Q_INVOKABLE bool setLocalJointRotations(const QUuid& entityID, const QVector<glm::quat>& rotations);
/**jsdoc
* Set the local rotations and translations of joints in a {@link Entities.EntityType|Model} entity.
* Set the local rotations and translations of joints in a {@link Entities.EntityType|Model} entity. This is the same as
* calling both {@link Entities.setLocalJointRotations|setLocalJointRotations} and
* {@link Entities.setLocalJointTranslations|setLocalJointTranslations} at the same time.
* @function Entities.setLocalJointsData
* @param {Uuid} entityID - The ID of the entity.
* @param {Quat[]} rotations - The local rotations to set the joints to.