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Fix indentation
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brianpeiris committed Jan 5, 2017
1 parent a58b24c commit c931f26
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128 changes: 64 additions & 64 deletions dist/aframe-altspace-component.js
Original file line number Diff line number Diff line change
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}

/**
* Attach a given native object to this entity.
* @mixin n-object
* Attach a given native object to this entity.
* @mixin n-object
* @memberof native
* @prop {string} res - The identifier for the resource you want. This component
* @prop {string} res - The identifier for the resource you want. This component
* can accept all resources except for `interactables`.
* @example <a-entity n-object='res:architecture/wall-4w-4h'></a-entity>
*/
* @example <a-entity n-object='res:architecture/wall-4w-4h'></a-entity>
*/
AFRAME.registerComponent('n-object', {
schema: {
res: {type: 'string'}
Expand All @@ -463,15 +463,15 @@
});

/**
* Create an object that spawns additional copies of itself when grabbed by a user (the copies are not spawners themselves).
* Create an object that spawns additional copies of itself when grabbed by a user (the copies are not spawners themselves).
* These copies will be physically interactive and automatically synchronized
* between users.
* @mixin n-spawner
* @mixin n-spawner
* @memberof native
* @prop {string} res - The identifier for the resource you want. This component
* @prop {string} res - The identifier for the resource you want. This component
* can only accept resources of type `interactables`.
* @example <a-entity n-spawner='res: interactables/basketball'></a-entity>
*/
* @example <a-entity n-spawner='res: interactables/basketball'></a-entity>
*/
AFRAME.registerComponent('n-spawner', {
schema: {
res: {type: 'string'}
Expand All @@ -482,21 +482,21 @@
});

/**
* Creates dynamic 2D text on the entity. The text will wrap automatically based on the width and height provided.
* This text will be clearer than texture-based text and more performant than geometry-based test.
* @mixin n-text
* Creates dynamic 2D text on the entity. The text will wrap automatically based on the width and height provided.
* This text will be clearer than texture-based text and more performant than geometry-based test.
* @mixin n-text
* @memberof native
* @prop {string} text - The text to be drawn.
* @prop {number} fontSize=10 - The height of the letters. 10pt ~= 1m
* @prop {number} width=10 - The width of the text area in meters. If the
* text is wider than this value, the overflow will be wrapped to the next line.
* @prop {number} height=1 - The height of the text area in meters. If the
* text is taller than this value, the overflow will be cut off.
* @prop {string} horizontalAlign=middle - The horizontal anchor point for
* the text. Can be `left`, `middle`, or `right`.
* @prop {string} verticalAlign=middle - The vertical anchor point for the
* text. Can be `top`, `middle`, or `bottom`.
*/
* @prop {string} text - The text to be drawn.
* @prop {number} fontSize=10 - The height of the letters. 10pt ~= 1m
* @prop {number} width=10 - The width of the text area in meters. If the
* text is wider than this value, the overflow will be wrapped to the next line.
* @prop {number} height=1 - The height of the text area in meters. If the
* text is taller than this value, the overflow will be cut off.
* @prop {string} horizontalAlign=middle - The horizontal anchor point for
* the text. Can be `left`, `middle`, or `right`.
* @prop {string} verticalAlign=middle - The vertical anchor point for the
* text. Can be `top`, `middle`, or `bottom`.
*/
AFRAME.registerComponent('n-text', {
init: nativeComponentInit,
update: nativeComponentUpdate,
Expand Down Expand Up @@ -530,21 +530,21 @@
* @name n-collider
* @mixin n-collider
* @memberof native
* @prop {vec3} center=0,0,0 - The offset of the collider in local space.
* @prop {vec3} center=0,0,0 - The offset of the collider in local space.
* @prop {string} type=hologram - The type of collider, one of: `object` | `environment` | `hologram`.
* Object colliders collide with other objects, the environment, and the cursor.
* Environment colliders collide with everything objects do, but you can also
* teleport onto them. Hologram colliders only collide with other holograms and
* the cursor.
*/

/**
* Create a spherical collider on this entity.
* @mixin n-sphere-collider
/**
* Create a spherical collider on this entity.
* @mixin n-sphere-collider
* @memberof native
* @extends native.n-collider
* @prop {number} radius=1 - The size of the collider in meters.
*/
* @prop {number} radius=1 - The size of the collider in meters.
*/
AFRAME.registerComponent('n-sphere-collider', {
init:nativeComponentInit,
remove: nativeComponentRemove,
Expand All @@ -559,12 +559,12 @@


/**
* Create a box-shaped collider on this entity.
* @mixin n-box-collider
* Create a box-shaped collider on this entity.
* @mixin n-box-collider
* @memberof native
* @extends native.n-collider
* @prop {vec3} size=1,1,1 - The dimensions of the collider.
*/
* @prop {vec3} size=1,1,1 - The dimensions of the collider.
*/
AFRAME.registerComponent('n-box-collider', {
init:nativeComponentInit,
remove: nativeComponentRemove,
Expand All @@ -578,16 +578,16 @@
});

/**
* Create a capsule-shaped collider on this entity. Capsules
* are a union of a cylinder and two spheres on top and bottom.
* @mixin n-capsule-collider
* Create a capsule-shaped collider on this entity. Capsules
* are a union of a cylinder and two spheres on top and bottom.
* @mixin n-capsule-collider
* @memberof native
* @extends native.n-collider
* @prop {number} radius=1 - The radius of the capsule in meters.
* @prop {number} height=1 - The height of the shaft of the capsule in meters.
* @prop {string} direction=y - The axis with which the capsule is aligned.
* One of `x`, `y`, or `z`.
*/
* @prop {number} radius=1 - The radius of the capsule in meters.
* @prop {number} height=1 - The height of the shaft of the capsule in meters.
* @prop {string} direction=y - The axis with which the capsule is aligned.
* One of `x`, `y`, or `z`.
*/
AFRAME.registerComponent('n-capsule-collider', {
init:nativeComponentInit,
remove: nativeComponentRemove,
Expand All @@ -603,16 +603,16 @@
});

/**
* Enable collision for the entire attached mesh. This is expensive to evaluate, so should only be used on
* low-poly meshes.
* @mixin n-mesh-collider
* Enable collision for the entire attached mesh. This is expensive to evaluate, so should only be used on
* low-poly meshes.
* @mixin n-mesh-collider
* @memberof native
* @extends native.n-collider
* @example <a-box n-mesh-collider></a-box>
* @prop {bool} convex=true - Whether the collider should be convex or concave. Set this to false if you have holes
* in your mesh. Convex colliders are limited to 255 triangles. Note: concave colliders can be significantly more
* @example <a-box n-mesh-collider></a-box>
* @prop {bool} convex=true - Whether the collider should be convex or concave. Set this to false if you have holes
* in your mesh. Convex colliders are limited to 255 triangles. Note: concave colliders can be significantly more
* expensive comparet to conves colliders.
*/
*/
AFRAME.registerComponent('n-mesh-collider', {
_forEachMesh: function (func) {
var obj = this.el.object3DMap.mesh;
Expand Down Expand Up @@ -665,26 +665,26 @@
});

/**
* Make the object's +Z always face the viewer. Currently will only directly apply to main mesh or native component on the attached entity, not any children or submeshes.
* @mixin n-billboard
* Make the object's +Z always face the viewer. Currently will only directly apply to main mesh or native component on the attached entity, not any children or submeshes.
* @mixin n-billboard
* @memberof native
* @example <a-plane n-billboard></a-plane>
*/
* @example <a-plane n-billboard></a-plane>
*/
AFRAME.registerComponent('n-billboard', {
init:nativeComponentInit,
remove: nativeComponentRemove,
});

/**
* A container keeps a running tally of how many objects are within
* its bounds, and adds and removes the states `container-full` and
* A container keeps a running tally of how many objects are within
* its bounds, and adds and removes the states `container-full` and
* `container-empty` based on the current count of objects. Can fire three
* special events: `container-full`, `container-empty`, and `container-count-changed`.
* @mixin n-container
* @mixin n-container
* @memberof native
* @prop {number} capacity=4 - The value at which the container will fire the
* `container-full` event.
*/
* @prop {number} capacity=4 - The value at which the container will fire the
* `container-full` event.
*/
AFRAME.registerComponent('n-container', {
init: function(){
nativeComponentInit.call(this);
Expand Down Expand Up @@ -712,12 +712,12 @@
}
});

/**
* Play the sound given by the `src` or `res` property from the location
/**
* Play the sound given by the `src` or `res` property from the location
* of the entity.
* @mixin n-sound
* @mixin n-sound
* @memberof native
* @prop {string} res - The resource identifier for a built-in sound clip.
* @prop {string} res - The resource identifier for a built-in sound clip.
* @prop {string} src - A URL to an external sound clip. The sound can be in WAV, OGG or MP3 format. However. only
* WAV is supported on all platforms. MP3 is supported on Gear VR and OGG is supported on desktop.
* @prop {string} on - The name of the event that will play this sound clip.
Expand All @@ -740,7 +740,7 @@
* If rolloff is 'linear' or 'cosine', the sound will be silent at this distance.
* @prop {string} rolloff='logarithmic' - Set this to 'linear' or 'cosine' if you want to cut sounds off at a
* maxDistance.
*/
*/
/**
* Fired when a sound has loaded and is ready to be played
* @event native.n-sound#n-sound-loaded
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