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-rw-r--r--doc/classes/XRController3D.xml52
1 files changed, 20 insertions, 32 deletions
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index 8e80eb9a32..47ddc22823 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -9,60 +9,51 @@
The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">
- <return type="String">
- </return>
+ <return type="String" />
<description>
If active, returns the name of the associated controller if provided by the AR/VR SDK used.
</description>
</method>
- <method name="get_hand" qualifiers="const">
- <return type="int" enum="XRPositionalTracker.TrackerHand">
- </return>
- <description>
- Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
- </description>
- </method>
<method name="get_is_active" qualifiers="const">
- <return type="bool">
- </return>
+ <return type="bool" />
<description>
Returns [code]true[/code] if the bound controller is active. XR systems attempt to track active controllers.
</description>
</method>
<method name="get_joystick_axis" qualifiers="const">
- <return type="float">
- </return>
- <argument index="0" name="axis" type="int">
- </argument>
+ <return type="float" />
+ <argument index="0" name="axis" type="int" />
<description>
Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.
</description>
</method>
<method name="get_joystick_id" qualifiers="const">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the ID of the joystick object bound to this. Every controller tracked by the [XRServer] that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
</description>
</method>
<method name="get_mesh" qualifiers="const">
- <return type="Mesh">
- </return>
+ <return type="Mesh" />
<description>
If provided by the [XRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller.
</description>
</method>
+ <method name="get_tracker_hand" qualifiers="const">
+ <return type="int" enum="XRPositionalTracker.TrackerHand" />
+ <description>
+ Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
+ </description>
+ </method>
<method name="is_button_pressed" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="button" type="int">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="button" type="int" />
<description>
- Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoyButtonList].
+ Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoyButton].
</description>
</method>
</methods>
@@ -80,22 +71,19 @@
</members>
<signals>
<signal name="button_pressed">
- <argument index="0" name="button" type="int">
- </argument>
+ <argument index="0" name="button" type="int" />
<description>
Emitted when a button on this controller is pressed.
</description>
</signal>
- <signal name="button_release">
- <argument index="0" name="button" type="int">
- </argument>
+ <signal name="button_released">
+ <argument index="0" name="button" type="int" />
<description>
Emitted when a button on this controller is released.
</description>
</signal>
<signal name="mesh_updated">
- <argument index="0" name="mesh" type="Mesh">
- </argument>
+ <argument index="0" name="mesh" type="Mesh" />
<description>
Emitted when the mesh associated with the controller changes or when one becomes available. Generally speaking this will be a static mesh after becoming available.
</description>