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Changed priority of various method docs that take numbers over versio…
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…ns that take pc.Vec3's
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vkalpias committed Jul 2, 2015
1 parent 5214a54 commit 32b14ab
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72 changes: 36 additions & 36 deletions src/framework/components/physics/rigidbody_component.js
Original file line number Diff line number Diff line change
Expand Up @@ -264,6 +264,25 @@ pc.extend(pc, function () {
* @description Apply an force to the body at a point. By default, the force is applied at the origin of the
* body. However, the force can be applied at an offset this point by specifying a world space vector from
* the body's origin to the point of application.
* @param {Number} x The x component of the force to apply, in world space.
* @param {Number} y The y component of the force to apply, in world space.
* @param {Number} z The z component of the force to apply, in world space.
* @param {Number} [px] The x component of a world space offset from the body's position where the force is applied.
* @param {Number} [py] The y component of a world space offset from the body's position where the force is applied.
* @param {Number} [pz] The z component of a world space offset from the body's position where the force is applied.
* @example
* // EXAMPLE 1: Apply an approximation of gravity at the body's center
* this.entity.rigidbody.applyForce(0, -10, 0);
*
* // EXAMPLE 2: Apply an approximation of gravity at 1 unit down the world Z from the center of the body
* this.entity.rigidbody.applyForce(0, -10, 0, 0, 0, 1);
*/
/**
* @function
* @name pc.RigidBodyComponent#applyForce^2
* @description Apply an force to the body at a point. By default, the force is applied at the origin of the
* body. However, the force can be applied at an offset this point by specifying a world space vector from
* the body's origin to the point of application.
* @param {pc.Vec3} force The force to apply, in world space.
* @param {pc.Vec3} [relativePoint] A world space offset from the body's position where the force is applied.
* @example
Expand All @@ -286,25 +305,6 @@ pc.extend(pc, function () {
* // Apply the force
* this.entity.rigidbody.applyForce(force, relativePos);
*/
/**
* @function
* @name pc.RigidBodyComponent#applyForce^2
* @description Apply an force to the body at a point. By default, the force is applied at the origin of the
* body. However, the force can be applied at an offset this point by specifying a world space vector from
* the body's origin to the point of application.
* @param {Number} x The x component of the force to apply, in world space.
* @param {Number} y The y component of the force to apply, in world space.
* @param {Number} z The z component of the force to apply, in world space.
* @param {Number} [px] The x component of a world space offset from the body's position where the force is applied.
* @param {Number} [py] The y component of a world space offset from the body's position where the force is applied.
* @param {Number} [pz] The z component of a world space offset from the body's position where the force is applied.
* @example
* // EXAMPLE 1: Apply an approximation of gravity at the body's center
* this.entity.rigidbody.applyForce(0, -10, 0);
*
* // EXAMPLE 2: Apply an approximation of gravity at 1 unit down the world Z from the center of the body
* this.entity.rigidbody.applyForce(0, -10, 0, 0, 0, 1);
*/
applyForce: function () {
var x, y, z;
var px,py,pz;
Expand Down Expand Up @@ -354,15 +354,15 @@ pc.extend(pc, function () {
* @function
* @name pc.RigidBodyComponent#applyTorque
* @description Apply torque (rotational force) to the body.
* @param {pc.Vec3} force The torque to apply, in world space.
* @param {Number} x The x component of the torque to apply, in world space.
* @param {Number} y The y component of the torque to apply, in world space.
* @param {Number} z The z component of the torque to apply, in world space.
*/
/**
* @function
* @name pc.RigidBodyComponent#applyTorque^2
* @description Apply torque (rotational force) to the body.
* @param {Number} x The x component of the torque to apply, in world space.
* @param {Number} y The y component of the torque to apply, in world space.
* @param {Number} z The z component of the torque to apply, in world space.
* @param {pc.Vec3} force The torque to apply, in world space.
*/
applyTorque: function () {
var x, y, z;
Expand Down Expand Up @@ -393,20 +393,20 @@ pc.extend(pc, function () {
* @function
* @name pc.RigidBodyComponent#applyImpulse
* @description Apply an impulse (instantaneous change of velocity) to the body at a point.
* @param {pc.Vec3} impulse The impulse to apply, in world space.
* @param {pc.Vec3} [relativePoint] The point at which to apply the impulse, in local space (relative to the entity).
*/
/**
* @function
* @name pc.RigidBodyComponent#applyImpulse^2
* @description Apply an impulse (instantaneous change of velocity) to the body at a point.
* @param {Number} x The x component of the impulse to apply, in world space.
* @param {Number} y The y component of the impulse to apply, in world space.
* @param {Number} z The z component of the impulse to apply, in world space.
* @param {Number} [px] The x component of the point at which to apply the impulse, in local space (relative to the Entity).
* @param {Number} [py] The y component of the point at which to apply the impulse, in local space (relative to the Entity).
* @param {Number} [pz] The z component of the point at which to apply the impulse, in local space (relative to the Entity).
*/
/**
* @function
* @name pc.RigidBodyComponent#applyImpulse^2
* @description Apply an impulse (instantaneous change of velocity) to the body at a point.
* @param {pc.Vec3} impulse The impulse to apply, in world space.
* @param {pc.Vec3} [relativePoint] The point at which to apply the impulse, in local space (relative to the entity).
*/
applyImpulse: function () {
var x, y, z;
var px,py,pz;
Expand Down Expand Up @@ -455,16 +455,16 @@ pc.extend(pc, function () {
* @function
* @name pc.RigidBodyComponent#applyTorqueImpulse
* @description Apply a torque impulse (rotational force applied instantaneously) to the body.
* @param {pc.Vec3} torqueImpulse The torque impulse to apply, in world space.
*/
/**
* @function
* @name pc.RigidBodyComponent#applyTorqueImpulse^2
* @description Apply a torque impulse (rotational force applied instantaneously) to the body.
* @param {Number} x The x component of the torque impulse to apply, in world space.
* @param {Number} y The y component of the torque impulse to apply, in world space.
* @param {Number} z The z component of the torque impulse to apply, in world space.
*/
/**
* @function
* @name pc.RigidBodyComponent#applyTorqueImpulse^2
* @description Apply a torque impulse (rotational force applied instantaneously) to the body.
* @param {pc.Vec3} torqueImpulse The torque impulse to apply, in world space.
*/
applyTorqueImpulse: function () {
var x, y, z;
switch (arguments.length) {
Expand Down
112 changes: 56 additions & 56 deletions src/scene/scene_graphnode.js
Original file line number Diff line number Diff line change
Expand Up @@ -549,21 +549,21 @@ pc.extend(pc, function () {
* @name pc.GraphNode#setLocalEulerAngles
* @description Sets the local space rotation of the specified graph node using euler angles.
* Eulers are interpreted in XYZ order. Eulers must be specified in degrees.
* @param {pc.Vec3} e vector containing euler angles in XYZ order.
* @param {Number} x rotation around x-axis in degrees.
* @param {Number} y rotation around y-axis in degrees.
* @param {Number} z rotation around z-axis in degrees.
* @example
* var angles = new pc.Vec3(0, 90, 0);
* this.entity.setLocalEulerAngles(angles); // Set rotation of 90 degress around y-axis.
* this.entity.setLocalEulerAngles(0, 90, 0); // Set rotation of 90 degress around y-axis.
*/
/**
* @function
* @name pc.GraphNode#setLocalEulerAngles^2
* @description Sets the local space rotation of the specified graph node using euler angles.
* Eulers are interpreted in XYZ order. Eulers must be specified in degrees.
* @param {Number} x rotation around x-axis in degrees.
* @param {Number} y rotation around y-axis in degrees.
* @param {Number} z rotation around z-axis in degrees.
* @param {pc.Vec3} e vector containing euler angles in XYZ order.
* @example
* this.entity.setLocalEulerAngles(0, 90, 0); // Set rotation of 90 degress around y-axis.
* var angles = new pc.Vec3(0, 90, 0);
* this.entity.setLocalEulerAngles(angles); // Set rotation of 90 degress around y-axis.
*/
setLocalEulerAngles: function () {
var ex, ey, ez;
Expand All @@ -588,20 +588,20 @@ pc.extend(pc, function () {
* @function
* @name pc.GraphNode#setLocalPosition
* @description Sets the local space position of the specified graph node.
* @param {pc.Vec3} pos position vector of graph node in local space.
* @param {Number} x x-coordinate of local-space position.
* @param {Number} y y-coordinate of local-space position.
* @param {Number} z z-coordinate of local-space position.
* @example
* var pos = new pc.Vec3(0, 10, 0);
* this.entity.setLocalPosition(pos)
* this.entity.setLocalPosition(0, 10, 0);
*/
/**
* @function
* @name pc.GraphNode#setLocalPosition^2
* @description Sets the local space position of the specified graph node.
* @param {Number} x x-coordinate of local-space position.
* @param {Number} y y-coordinate of local-space position.
* @param {Number} z z-coordinate of local-space position.
* @param {pc.Vec3} pos position vector of graph node in local space.
* @example
* this.entity.setLocalPosition(0, 10, 0);
* var pos = new pc.Vec3(0, 10, 0);
* this.entity.setLocalPosition(pos)
*/
setLocalPosition: function () {
if (arguments.length === 1) {
Expand Down Expand Up @@ -645,20 +645,20 @@ pc.extend(pc, function () {
* @function
* @name pc.GraphNode#setLocalScale
* @description Sets the local space scale factor of the specified graph node.
* @param {pc.Vec3} scale xyz-scale of graph node in local space.
* @param {Number} x x-coordinate of local-space scale.
* @param {Number} y y-coordinate of local-space scale.
* @param {Number} z z-coordinate of local-space scale.
* @example
* var scale = new pc.Vec3(10, 10, 10);
* this.entity.setLocalScale(scale);
* this.entity.setLocalScale(10, 10, 10);
*/
/**
* @function
* @name pc.GraphNode#setLocalScale^2
* @description Sets the local space scale factor of the specified graph node.
* @param {Number} x x-coordinate of local-space scale.
* @param {Number} y y-coordinate of local-space scale.
* @param {Number} z z-coordinate of local-space scale.
* @param {pc.Vec3} scale xyz-scale of graph node in local space.
* @example
* this.entity.setLocalScale(10, 10, 10);
* var scale = new pc.Vec3(10, 10, 10);
* this.entity.setLocalScale(scale);
*/
setLocalScale: function () {
if (arguments.length === 1) {
Expand Down Expand Up @@ -770,21 +770,21 @@ pc.extend(pc, function () {
* @name pc.GraphNode#setEulerAngles
* @description Sets the world space orientation of the specified graph node
* using Euler angles. Angles are specified in degress in XYZ order.
* @param {pc.Vec3} angles Euler angles in degrees (XYZ order).
* @param {Number} ex Rotation around world space X axis in degrees.
* @param {Number} ey Rotation around world space Y axis in degrees.
* @param {Number} ez Rotation around world space Z axis in degrees.
* @example
* var angles = new pc.Vec3(0, 90, 0);
* this.entity.setEulerAngles(angles);
* this.entity.setEulerAngles(0, 90, 0);
*/
/**
* @function
* @name pc.GraphNode#setEulerAngles^2
* @description Sets the world space orientation of the specified graph node
* using Euler angles. Angles are specified in degress in XYZ order.
* @param {Number} ex Rotation around world space X axis in degrees.
* @param {Number} ey Rotation around world space Y axis in degrees.
* @param {Number} ez Rotation around world space Z axis in degrees.
* @param {pc.Vec3} angles Euler angles in degrees (XYZ order).
* @example
* this.entity.setEulerAngles(0, 90, 0);
* var angles = new pc.Vec3(0, 90, 0);
* this.entity.setEulerAngles(angles);
*/
setEulerAngles: function () {
var invParentRot = new pc.Quat();
Expand Down Expand Up @@ -1105,20 +1105,20 @@ pc.extend(pc, function () {
* @function
* @name pc.GraphNode#translate
* @description Translates the graph node in world space by the specified translation vector.
* @param {pc.Vec3} translation The world space translation vector to apply.
* @param {Number} x x-component of the translation vector.
* @param {Number} y y-component of the translation vector.
* @param {Number} z z-component of the translation vector.
* @example
* var t = new pc.Vec3(10, 0, 0);
* this.entity.translate(t);
* this.entity.translate(10, 0, 0);
*/
/**
* @function
* @name pc.GraphNode#translate^2
* @description Translates the graph node in world space by the specified translation vector.
* @param {Number} x x-component of the translation vector.
* @param {Number} y y-component of the translation vector.
* @param {Number} z z-component of the translation vector.
* @param {pc.Vec3} translation The world space translation vector to apply.
* @example
* this.entity.translate(10, 0, 0);
* var t = new pc.Vec3(10, 0, 0);
* this.entity.translate(t);
*/
translate: function () {
var translation = new pc.Vec3();
Expand All @@ -1142,20 +1142,20 @@ pc.extend(pc, function () {
* @function
* @name pc.GraphNode#translateLocal
* @description Translates the graph node in local space by the specified translation vector.
* @param {pc.Vec3} translation The local space translation vector to apply.
* @param {Number} x x-component of the translation vector.
* @param {Number} y y-component of the translation vector.
* @param {Number} z z-component of the translation vector.
* @example
* var t = new pc.Vec3(10, 0, 0);
* this.entity.translateLocal(t);
* this.entity.translateLocal(10, 0, 0);
*/
/**
* @function
* @name pc.GraphNode#translateLocal^2
* @description Translates the graph node in local space by the specified translation vector.
* @param {Number} x x-component of the translation vector.
* @param {Number} y y-component of the translation vector.
* @param {Number} z z-component of the translation vector.
* @param {pc.Vec3} translation The local space translation vector to apply.
* @example
* this.entity.translateLocal(10, 0, 0);
* var t = new pc.Vec3(10, 0, 0);
* this.entity.translateLocal(t);
*/
translateLocal: function () {
var translation = new pc.Vec3();
Expand All @@ -1181,21 +1181,21 @@ pc.extend(pc, function () {
* @name pc.GraphNode#rotate
* @description Rotates the graph node in world space by the specified Euler angles.
* Eulers are specified in degrees in XYZ order.
* @param {pc.Vec3} rot World space rotation (xyz) of graph node.
* @param {Number} ex Rotation around world space X axis in degrees.
* @param {Number} ey Rotation around world space Y axis in degrees.
* @param {Number} ez Rotation around world space Z axis in degrees.
* @example
* var r = new pc.Vec3(0, 90, 0);
* this.entity.rotate(r);
* this.entity.rotate(0, 90, 0);
*/
/**
* @function
* @name pc.GraphNode#rotate^2
* @description Rotates the graph node in world space by the specified Euler angles.
* Eulers are specified in degrees in XYZ order.
* @param {Number} ex Rotation around world space X axis in degrees.
* @param {Number} ey Rotation around world space Y axis in degrees.
* @param {Number} ez Rotation around world space Z axis in degrees.
* @param {pc.Vec3} rot World space rotation (xyz) of graph node.
* @example
* this.entity.rotate(0, 90, 0);
* var r = new pc.Vec3(0, 90, 0);
* this.entity.rotate(r);
*/
rotate: function () {
var quaternion = new pc.Quat();
Expand Down Expand Up @@ -1238,21 +1238,21 @@ pc.extend(pc, function () {
* @name pc.GraphNode#rotateLocal
* @description Rotates the graph node in local space by the specified Euler angles.
* Eulers are specified in degrees in XYZ order.
* @param {pc.Vec3} rot Local space rotation (xyz) of graph node.
* @param {Number} ex Rotation around local space X axis in degrees.
* @param {Number} ey Rotation around local space Y axis in degrees.
* @param {Number} ez Rotation around local space Z axis in degrees.
* @example
* var r = new pc.Vec3(0, 90, 0);
* this.entity.rotateLocal(r);
* this.entity.rotateLocal(0, 90, 0);
*/
/**
* @function
* @name pc.GraphNode#rotateLocal^2
* @description Rotates the graph node in local space by the specified Euler angles.
* Eulers are specified in degrees in XYZ order.
* @param {Number} ex Rotation around local space X axis in degrees.
* @param {Number} ey Rotation around local space Y axis in degrees.
* @param {Number} ez Rotation around local space Z axis in degrees.
* @param {pc.Vec3} rot Local space rotation (xyz) of graph node.
* @example
* this.entity.rotateLocal(0, 90, 0);
* var r = new pc.Vec3(0, 90, 0);
* this.entity.rotateLocal(r);
*/
rotateLocal: function () {
var quaternion = new pc.Quat();
Expand Down

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