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authorChris Bradfield <cb@scribe.net>2017-10-22 15:57:03 -0700
committerGitHub <noreply@github.com>2017-10-22 15:57:03 -0700
commit99493e2243ddb40072b961f94a36e1d6dbcc599d (patch)
tree431540a82a97c5c26b6025fd64cc9a84156189f0 /doc/classes
parent0564f96ab461ffd6eec6662c7a83cc8d2c498206 (diff)
parentaaa4142a37e77e1974e7620a50cf6d9682c5dc51 (diff)
Merge pull request #12305 from Grosskopf/arvr-docs
[DOCS] added some arvr docs
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ARVRAnchor.xml1
-rw-r--r--doc/classes/ARVRController.xml2
-rw-r--r--doc/classes/ARVROrigin.xml2
-rw-r--r--doc/classes/ARVRPositionalTracker.xml4
-rw-r--r--doc/classes/ARVRServer.xml1
5 files changed, 10 insertions, 0 deletions
diff --git a/doc/classes/ARVRAnchor.xml b/doc/classes/ARVRAnchor.xml
index 6e11034073..ecd882cdb0 100644
--- a/doc/classes/ARVRAnchor.xml
+++ b/doc/classes/ARVRAnchor.xml
@@ -60,6 +60,7 @@
</methods>
<members>
<member name="anchor_id" type="int" setter="set_anchor_id" getter="get_anchor_id">
+ The anchor's id. You can set this before the anchor itself exists. The first anchor gets an id of [code]1[/code], the second an id of [code]2[/code], etc. When anchors get removed, the engine can then assign the corresponding id to new anchors. The most common situation where anchors 'disappear' is when the AR server identifies that two anchors represent different parts of the same plane and merges them.
</member>
</members>
<constants>
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
index 557f915c1d..af1deda2f0 100644
--- a/doc/classes/ARVRController.xml
+++ b/doc/classes/ARVRController.xml
@@ -31,6 +31,7 @@
<return type="int" enum="ARVRPositionalTracker.TrackerHand">
</return>
<description>
+ Returns the hand holding this controller, if known. See TRACKER_* constants in [ARVRPositionalTracker].
</description>
</method>
<method name="get_is_active" qualifiers="const">
@@ -77,6 +78,7 @@
</methods>
<members>
<member name="controller_id" type="int" setter="set_controller_id" getter="get_controller_id">
+ The controller's id. The first controller that the [ARVRServer] detects will have id 1, the second id 2, the third id 3, etc. When a controller is turned off, it's slot is freed. This ensures controllers will keep the same id even when controllers with lower ids are turned off.
</member>
</members>
<signals>
diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml
index 28864bb3ae..226a69dea4 100644
--- a/doc/classes/ARVROrigin.xml
+++ b/doc/classes/ARVROrigin.xml
@@ -35,6 +35,8 @@
</methods>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale">
+ Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.
+ Note that this method is a passthrough to the [ARVRServer] itself.
</member>
</members>
<constants>
diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml
index 1379677344..686ac1db77 100644
--- a/doc/classes/ARVRPositionalTracker.xml
+++ b/doc/classes/ARVRPositionalTracker.xml
@@ -17,6 +17,7 @@
<return type="int" enum="ARVRPositionalTracker.TrackerHand">
</return>
<description>
+ Returns the hand holding this tracker, if known. See TRACKER_* constants.
</description>
</method>
<method name="get_joy_id" qualifiers="const">
@@ -80,10 +81,13 @@
</methods>
<constants>
<constant name="TRACKER_HAND_UNKNOWN" value="0">
+ The hand this tracker is held in is unknown or not applicable.
</constant>
<constant name="TRACKER_LEFT_HAND" value="1">
+ This tracker is the left hand controller.
</constant>
<constant name="TRACKER_RIGHT_HAND" value="2">
+ This tracker is the right hand controller.
</constant>
</constants>
</class>
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
index 0693851203..bb7ac2c052 100644
--- a/doc/classes/ARVRServer.xml
+++ b/doc/classes/ARVRServer.xml
@@ -121,6 +121,7 @@
</methods>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale">
+ Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.
</member>
</members>
<signals>