未验证 提交 7feede6b 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #19108 from Mugen87/dev49

Docs: Added page for WebXRManager.
......@@ -279,14 +279,9 @@
Tone mapping white point. Default is *1*.
</p>
<h3>[property:Object xr]</h3>
<h3>[property:WebXRManager xr]</h3>
<p>
Provides access to the WebXR related interface of the renderer.
</p>
<h3>[property:Boolean xr.enabled]</h3>
<p>
Whether the renderer should enable XR rendering or not. Default is *false*.
Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
</p>
<h2>Methods</h2>
......
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<p class="desc">
This class represents an abstraction of the WebXR Device API and is internally used by [page:WebGLRenderer].
[name] also provides a public interface that allows users to enable/disable XR and perform XR related tasks like
for instance retrieving controllers.
</p>
<h2>Properties</h2>
<h3>[property:Boolean enabled]</h3>
<p>
This flag notifies the renderer to be ready for XR rendering. Default is *false*. Set it to *true* if you are going
to use XR in your app.
</p>
<h3>[property:Boolean isPresenting]</h3>
<p>
Whether XR presentation is active or not. Default is *false*. This flag is read-only and automatically set by [name].
</p>
<h2>Methods</h2>
<h3>[method:Group getController]( [param:Integer index] )</h3>
<p>
[page:Integer index] — The index of the controller. <br /><br />
Returns a [page:Group] representing the so called *target ray* space of the controller.
Use this space for visualizing 3D objects that support the user in pointing tasks like UI interaction.
</p>
<h3>[method:Group getControllerGrip]( [param:Integer index] )</h3>
<p>
[page:Integer index] — The index of the controller. <br /><br />
Returns a [page:Group] representing the so called *grip* space of the controller.
Use this space if the user is going to hold other 3D objects like a lightsaber.
</p>
<p>
Note: If you want to show something in the user's hand AND offer a pointing ray at the same time, you'll want to attached the handheld object to the
group returned by [page:.getControllerGrip]() and the ray to the group returned by [page:.getController](). The idea is to have two different groups
in two different coordinate spaces for the same WebXR controller.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
......@@ -256,14 +256,9 @@
色调映射的白点。默认是*1*
</p>
<h3>[property:Object xr]</h3>
<h3>[property:WebXRManager xr]</h3>
<p>
Provides access to the WebXR related interface of the renderer.
</p>
<h3>[property:Boolean xr.enabled]</h3>
<p>
Whether the renderer should enable XR rendering or not. Default is *false*.
Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
</p>
<h2>方法</h2>
......
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<p class="desc">
This class represents an abstraction of the WebXR Device API and is internally used by [page:WebGLRenderer].
[name] also provides a public interface that allows users to enable/disable XR and perform XR related tasks like
for instance retrieving controllers.
</p>
<h2>Properties</h2>
<h3>[property:Boolean enabled]</h3>
<p>
This flag notifies the renderer to be ready for XR rendering. Default is *false*. Set it to *true* if you are going
to use XR in your app.
</p>
<h3>[property:Boolean isPresenting]</h3>
<p>
Whether XR presentation is active or not. Default is *false*. This flag is read-only and automatically set by [name].
</p>
<h2>Methods</h2>
<h3>[method:Group getController]( [param:Integer index] )</h3>
<p>
[page:Integer index] — The index of the controller. <br /><br />
Returns a [page:Group] representing the so called *target ray* space of the controller.
Use this space for visualizing 3D objects that support the user in pointing tasks like UI interaction.
</p>
<h3>[method:Group getControllerGrip]( [param:Integer index] )</h3>
<p>
[page:Integer index] — The index of the controller. <br /><br />
Returns a [page:Group] representing the so called *grip* space of the controller.
Use this space if the user is going to hold other 3D objects like a lightsaber.
</p>
<p>
Note: If you want to show something in the user's hand AND offer a pointing ray at the same time, you'll want to attached the handheld object to the
group returned by [page:.getControllerGrip]() and the ray to the group returned by [page:.getController](). The idea is to have two different groups
in two different coordinate spaces for the same WebXR controller.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
......@@ -321,6 +321,10 @@ var list = {
"UniformsUtils": "api/en/renderers/shaders/UniformsUtils"
},
"Renderers / WebXR": {
"WebXRManager": "api/en/renderers/webxr/WebXRManager"
},
"Scenes": {
"Fog": "api/en/scenes/Fog",
"FogExp2": "api/en/scenes/FogExp2",
......@@ -769,6 +773,10 @@ var list = {
"UniformsUtils": "api/zh/renderers/shaders/UniformsUtils"
},
"渲染器 / WebXR": {
"WebXRManager": "api/zh/renderers/webxr/WebXRManager"
},
"场景": {
"Fog": "api/zh/scenes/Fog",
"FogExp2": "api/zh/scenes/FogExp2",
......
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