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classref: Add property overview and setter/getter like in editor docs
Output from godotengine/godot#22013. Fixes #1729.
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@@ -8,6 +8,7 @@ ARVRController
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==============
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**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Category:** Core
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Brief Description
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@@ -15,6 +16,15 @@ Brief Description
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A spatial node representing a spatially tracked controller.
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Properties
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----------
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+---------------------------+----------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`controller_id<class_ARVRController_controller_id>` |
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+---------------------------+----------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`rumble<class_ARVRController_rumble>` |
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+---------------------------+----------------------------------------------------------+
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Methods
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-------
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@@ -35,19 +45,18 @@ Methods
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Signals
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-------
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.. _class_ARVRController_button_pressed:
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.. _class_ARVRController_button_pressed:
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- **button_pressed** **(** :ref:`int<class_int>` button **)**
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Emitted when a button on this controller is pressed.
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.. _class_ARVRController_button_release:
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.. _class_ARVRController_button_release:
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- **button_release** **(** :ref:`int<class_int>` button **)**
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Emitted when a button on this controller is released.
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Description
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-----------
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@@ -62,7 +71,15 @@ Property Descriptions
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.. _class_ARVRController_controller_id:
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- :ref:`int<class_int>` **controller_id** - The controller's id.
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- :ref:`int<class_int>` **controller_id**
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+----------+--------------------------+
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| *Setter* | set_controller_id(value) |
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+----------+--------------------------+
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| *Getter* | get_controller_id() |
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+----------+--------------------------+
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The controller's id.
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A controller id of 0 is unbound and will always result in an inactive node. Controller id 1 is reserved for the first controller that identifies itself as the left hand controller and id 2 is reserved for the first controller that identifies itself as the right hand controller.
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@@ -72,46 +89,52 @@ When a controller is turned off, its slot is freed. This ensures controllers wil
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.. _class_ARVRController_rumble:
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- :ref:`float<class_float>` **rumble** - The degree to which the tracker rumbles. Ranges from ``0.0`` to ``1.0`` with precision ``.01``. If changed, updates :ref:`ARVRPositionalTracker.rumble<class_ARVRPositionalTracker_rumble>` accordingly.
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- :ref:`float<class_float>` **rumble**
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+----------+-------------------+
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| *Setter* | set_rumble(value) |
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+----------+-------------------+
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| *Getter* | get_rumble() |
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+----------+-------------------+
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The degree to which the tracker rumbles. Ranges from ``0.0`` to ``1.0`` with precision ``.01``. If changed, updates :ref:`ARVRPositionalTracker.rumble<class_ARVRPositionalTracker_rumble>` accordingly.
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Method Descriptions
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-------------------
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.. _class_ARVRController_get_controller_name:
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.. _class_ARVRController_get_controller_name:
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- :ref:`String<class_String>` **get_controller_name** **(** **)** const
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If active, returns the name of the associated controller if provided by the AR/VR SDK used.
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.. _class_ARVRController_get_hand:
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.. _class_ARVRController_get_hand:
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- :ref:`TrackerHand<enum_ARVRPositionalTracker_TrackerHand>` **get_hand** **(** **)** const
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Returns the hand holding this controller, if known. See TRACKER\_\* constants in :ref:`ARVRPositionalTracker<class_ARVRPositionalTracker>`.
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.. _class_ARVRController_get_is_active:
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.. _class_ARVRController_get_is_active:
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- :ref:`bool<class_bool>` **get_is_active** **(** **)** const
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Returns ``true`` if the bound controller is active. ARVR systems attempt to track active controllers.
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.. _class_ARVRController_get_joystick_axis:
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.. _class_ARVRController_get_joystick_axis:
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- :ref:`float<class_float>` **get_joystick_axis** **(** :ref:`int<class_int>` axis **)** const
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Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.
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.. _class_ARVRController_get_joystick_id:
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.. _class_ARVRController_get_joystick_id:
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- :ref:`int<class_int>` **get_joystick_id** **(** **)** const
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Returns the ID of the joystick object bound to this. Every controller tracked by the ARVR Server 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.
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.. _class_ARVRController_is_button_pressed:
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.. _class_ARVRController_is_button_pressed:
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- :ref:`int<class_int>` **is_button_pressed** **(** :ref:`int<class_int>` button **)** const
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Returns ``true`` if the button at index ``button`` is pressed.
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