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Merge pull request #16492 from jennaingersoll/jsdoc-revisions
DOC-208: Revisions to JSDoc added by developers since July 2019
This commit is contained in:
commit
451ffcd1e0
7 changed files with 109 additions and 60 deletions
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@ -76,6 +76,22 @@
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
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* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
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* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
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* blend shape actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
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* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
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* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
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* {@link MyAvatar.setBlendshape} method.
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*
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* @example <caption>Create a scriptable avatar.</caption>
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* (function () {
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@ -148,6 +148,22 @@ class MyAvatar : public Avatar {
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
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* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
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* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
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* blend shape actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
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* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
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* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
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* {@link MyAvatar.setBlendshape} method.
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*
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* @comment IMPORTANT: This group of properties is copied from Avatar.h; they should NOT be edited here.
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* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
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@ -1746,7 +1762,7 @@ public:
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void prepareAvatarEntityDataForReload();
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/**jsdoc
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* Turn the avatar's head until it faces the target point within the 90/-90 degree range.
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* Turns the avatar's head until it faces the target point within a +90/-90 degree range.
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* Once this method is called, API calls will have full control of the head for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the head.
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* @function MyAvatar.setHeadLookAt
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@ -1755,47 +1771,46 @@ public:
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Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current head look at target point in world coordinates.
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* Returns the current target point of the head's look direction in world coordinates.
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* @function MyAvatar.getHeadLookAt
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* @returns {Vec3} The head's look at target in world coordinates.
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* @returns {Vec3} The head's "look at" target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
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/**jsdoc
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* When this function is called the engine regains control of the head immediately.
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* Returns control of the avatar's head to the engine, and releases control from API calls.
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* @function MyAvatar.releaseHeadLookAtControl
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*/
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Q_INVOKABLE void releaseHeadLookAtControl();
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/**jsdoc
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* Force the avatar's eyes to look to the specified location.
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* Once this method is called, API calls will have full control of the eyes for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the eyes.
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* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
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* have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine regains control of the eyes.
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* @function MyAvatar.setEyesLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
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/**jsdoc
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* Returns the current eyes look at target point in world coordinates.
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* Returns the current target point of the eyes look direction in world coordinates.
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* @function MyAvatar.getEyesLookAt
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* @returns {Vec3} The eyes's look at target in world coordinates.
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* @returns {Vec3} The eyes' "look at" target in world coordinates.
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*/
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Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
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/**jsdoc
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* When this function is called the engine regains control of the eyes immediately.
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* Returns control of the avatar's eyes to the engine, and releases control from API calls.
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* @function MyAvatar.releaseEyesLookAtControl
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*/
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Q_INVOKABLE void releaseEyesLookAtControl();
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/**jsdoc
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* Aims the pointing directional blending towards the provided target point.
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* The "point" reaction should be triggered before using this method.
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* <code>MyAvatar.beginReaction("point")</code>
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* Returns <code>true</code> if the target point lays in front of the avatar.
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* Aims the pointing directional blending towards the provided target point. The "point" reaction should be triggered
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* before using this method with the code <code>MyAvatar.beginReaction("point")</code>.
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* @function MyAvatar.setPointAt
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* @param {Vec3} pointAtTarget - The target point in world coordinates.
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* @returns {boolean} <code>true</code> if the target point lays in front of the avatar, <code>false</code> if it doesn't.
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*/
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Q_INVOKABLE bool setPointAt(const glm::vec3& pointAtTarget);
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@ -1899,7 +1914,7 @@ public:
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Q_INVOKABLE QVariantList getCollidingFlowJoints();
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/**jsdoc
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* Starts a sitting action for the avatar
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* Starts a sitting action for the avatar.
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* @function MyAvatar.beginSit
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* @param {Vec3} position - The point in space where the avatar will sit.
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* @param {Quat} rotation - Initial absolute orientation of the avatar once is seated.
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@ -1907,7 +1922,7 @@ public:
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Q_INVOKABLE void beginSit(const glm::vec3& position, const glm::quat& rotation);
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/**jsdoc
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* Ends a sitting action for the avatar
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* Ends a sitting action for the avatar.
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* @function MyAvatar.endSit
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* @param {Vec3} position - The position of the avatar when standing up.
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* @param {Quat} rotation - The absolute rotation of the avatar once the sitting action ends.
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@ -99,9 +99,11 @@ PickFilter getPickFilter(unsigned int filter) {
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* @property {Vec3} [dirOffset] - Synonym for <code>direction</code>.
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* @property {Quat} [orientation] - Alternative property for specifying <code>direction</code>. The value is applied to the
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* default <code>direction</code> value.
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or {@link Picks.getPickScriptParameters}. A ray pick's type is {@link PickType.Ray}.
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* @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale (usually an avatar or an entity).
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* Its value is the original scale of the parent at the moment the pick was created, and is used to scale the pointer which owns this pick, if any.
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or
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* {@link Picks.getPickScriptParameters}. A ray pick's type is {@link PickType.Ray}.
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* @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale
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* (usually an avatar or an entity). Its value is the original scale of the parent at the moment the pick was created, and
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* is used to scale the pointer which owns this pick, if any.
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*/
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std::shared_ptr<PickQuery> PickScriptingInterface::buildRayPick(const QVariantMap& propMap) {
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#if defined (Q_OS_ANDROID)
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@ -170,7 +172,8 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildRayPick(const QVariantMa
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* means no maximum.
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* @property {Vec3} [tipOffset=0,0.095,0] - The position of the stylus tip relative to the hand position at default avatar
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* scale.
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or {@link Picks.getPickScriptParameters}. A stylus pick's type is {@link PickType.Stylus}.
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or
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* {@link Picks.getPickScriptParameters}. A stylus pick's type is {@link PickType.Stylus}.
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*/
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std::shared_ptr<PickQuery> PickScriptingInterface::buildStylusPick(const QVariantMap& propMap) {
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bilateral::Side side = bilateral::Side::Invalid;
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@ -204,7 +207,8 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildStylusPick(const QVarian
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return std::make_shared<StylusPick>(side, filter, maxDistance, enabled, tipOffset);
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}
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// NOTE: Laser pointer still uses scaleWithAvatar. Until scaleWithAvatar is also deprecated for pointers, scaleWithAvatar should not be removed from the pick API.
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// NOTE: Laser pointer still uses scaleWithAvatar. Until scaleWithAvatar is also deprecated for pointers, scaleWithAvatar
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// should not be removed from the pick API.
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/**jsdoc
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* The properties of a parabola pick.
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*
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@ -245,9 +249,11 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildStylusPick(const QVarian
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* with the avatar or other parent.
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* @property {boolean} [scaleWithAvatar=true] - Synonym for <code>scalewithParent</code>.
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* <p class="important">Deprecated: This property is deprecated and will be removed.</p>
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or {@link Picks.getPickScriptParameters}. A parabola pick's type is {@link PickType.Parabola}.
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* @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale (usually an avatar or an entity).
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* Its value is the original scale of the parent at the moment the pick was created, and is used to rescale the pick, and/or the pointer which owns this pick, if any.
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* @property {PickType} pickType - The type of pick when getting these properties from {@link Picks.getPickProperties} or
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* {@link Picks.getPickScriptParameters}. A parabola pick's type is {@link PickType.Parabola}.
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* @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale
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* (usually an avatar or an entity). Its value is the original scale of the parent at the moment the pick was created, and
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* is used to rescale the pick and the pointer which owns this pick, if any.
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*/
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std::shared_ptr<PickQuery> PickScriptingInterface::buildParabolaPick(const QVariantMap& propMap) {
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bool enabled = false;
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@ -152,19 +152,20 @@ public:
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* Gets the current properties of the pick.
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* @function Picks.getPickProperties
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* @param {number} id - The ID of the pick.
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* @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties} Properties of the pick, per the pick <code>type</code>.
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* @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties}
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* Properties of the pick, per the pick <code>type</code>.
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*/
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Q_INVOKABLE QVariantMap getPickProperties(unsigned int uid) const;
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/**jsdoc
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* Gets the parameters that were passed in to {@link Picks.createPick} to create the pick,
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* if the pick was created through a script.
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* Note that these properties do not reflect the current state of the pick.
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* See {@link Picks.getPickProperties}.
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* @function Picks.getPickScriptParameters
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* @param {number} id - The ID of the pick.
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* @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties} User-provided properties, per the pick <code>type</code>.
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*/
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* Gets the parameters that were passed in to {@link Picks.createPick} to create the pick, if the pick was created through
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* a script. Note that these properties do not reflect the current state of the pick.
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* See {@link Picks.getPickProperties}.
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* @function Picks.getPickScriptParameters
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* @param {number} id - The ID of the pick.
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* @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties}
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* Script-provided properties, per the pick <code>type</code>.
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*/
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Q_INVOKABLE QVariantMap getPickScriptParameters(unsigned int uid) const;
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/**jsdoc
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|
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@ -89,10 +89,13 @@ QVariantMap PointerScriptingInterface::getPointerScriptParameters(unsigned int u
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* @property {Pointers.StylusPointerModel} [model] - Override some or all of the default stylus model properties.
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* @property {boolean} [hover=false] - <code>true</code> if the pointer generates {@link Entities} hover events,
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* <code>false</code> if it doesn't.
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* @property {PickType} pointerType - The type of pointer when getting these properties from {@link Pointers.getPointerProperties} or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType.Stylus}.
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* @property {number} [pickID] - Returned from {@link Pointers.getPointerProperties}. The ID of the pick created alongside this pointer.
|
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* @property {PickType} pointerType - The type of the stylus pointer returned from {@link Pointers.getPointerProperties}
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* or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType(0)|PickType.Stylus}.
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* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
|
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* {@link Pointers.getPointerProperties}.
|
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* @see {@link Picks.StylusPickProperties} for additional properties from the underlying stylus pick.
|
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*/
|
||||
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/**jsdoc
|
||||
* The properties of a stylus pointer model.
|
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* @typedef {object} Pointers.StylusPointerModel
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@ -208,8 +211,10 @@ std::shared_ptr<Pointer> PointerScriptingInterface::buildStylus(const QVariant&
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* <code>false</code> if it doesn't.
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* @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger
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* events on the entity or overlay currently intersected.
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* @property {PickType} pointerType - The type of pointer when getting these properties from {@link Pointers.getPointerProperties} or {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType.Ray}.
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* @property {number} [pickID] - Returned from {@link Pointers.getPointerProperties}. The ID of the pick created alongside this pointer.
|
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* @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or
|
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* {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType(0)|PickType.Ray}.
|
||||
* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
|
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* {@link Pointers.getPointerProperties}.
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* @see {@link Picks.RayPickProperties} for additional properties from the underlying ray pick.
|
||||
*/
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std::shared_ptr<Pointer> PointerScriptingInterface::buildLaserPointer(const QVariant& properties) {
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@ -401,8 +406,10 @@ std::shared_ptr<Pointer> PointerScriptingInterface::buildLaserPointer(const QVar
|
|||
* <code>false</code> if it doesn't.
|
||||
* @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger
|
||||
* events on the entity or overlay currently intersected.
|
||||
* @property {PickType} pointerType - The type of pointer when getting these properties from {@link Pointers.getPointerProperties} or {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType.Parabola}.
|
||||
* @property {number} [pickID] - Returned from {@link Pointers.getPointerProperties}. The ID of the pick created alongside this pointer.
|
||||
* @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or
|
||||
* {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType(0)|PickType.Parabola}.
|
||||
* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
|
||||
* {@link Pointers.getPointerProperties}.
|
||||
* @see {@link Picks.ParabolaPickProperties} for additional properties from the underlying parabola pick.
|
||||
*/
|
||||
std::shared_ptr<Pointer> PointerScriptingInterface::buildParabolaPointer(const QVariant& properties) {
|
||||
|
|
|
@ -161,13 +161,14 @@ public:
|
|||
Q_INVOKABLE void removePointer(unsigned int uid) const { DependencyManager::get<PointerManager>()->removePointer(uid); }
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||||
|
||||
/**jsdoc
|
||||
* Gets the parameters that were passed in to {@link Pointers.createPointer} to create the pointer,
|
||||
* if the pointer was created through a script.
|
||||
* Note that these properties do not reflect the current state of the pointer.
|
||||
* See {@link Pointers.getPointerProperties}.
|
||||
* Gets the parameters that were passed in to {@link Pointers.createPointer} to create the pointer when the pointer was
|
||||
* created through a script.
|
||||
* <p><strong>Note:</strong> These properties do not reflect the current state of the pointer. To get the current state
|
||||
* of the pointer, see {@link Pointers.getPointerProperties}.
|
||||
* @function Pointers.getPointerScriptParameters
|
||||
* @param {number} id - The ID of the pointer.
|
||||
* @returns {Pointers.RayPointerProperties|Picks.ParabolaPointerProperties|Picks.StylusPointerProperties} User-provided properties, per the pointer <code>type</code>.
|
||||
* @returns {Pointers.RayPointerProperties|Picks.ParabolaPointerProperties|Picks.StylusPointerProperties}
|
||||
* Script-provided properties, per the pointer <code>type</code>.
|
||||
*/
|
||||
Q_INVOKABLE QVariantMap getPointerScriptParameters(unsigned int uid) const;
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||||
|
||||
|
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@ -532,19 +532,22 @@ class AvatarData : public QObject, public SpatiallyNestable {
|
|||
* size in the virtual world. <em>Read-only.</em>
|
||||
* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
|
||||
* <em>Read-only.</em>
|
||||
* @property {boolean} hasScriptedBlendshapes=false - Set this to true before using the {@link MyAvatar.setBlendshape} method,
|
||||
* after you no longer want scripted control over the blendshapes set to back to false.<br /> NOTE: this property will
|
||||
* automatically become true if the Controller system has valid facial blendshape actions.
|
||||
* @property {boolean} hasProceduralBlinkFaceMovement=true - By default avatars will blink automatically by animating facial
|
||||
* blendshapes. Set this property to <code>false</code> to disable this automatic blinking. This can be useful if you
|
||||
* wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
|
||||
* @property {boolean} hasProceduralEyeFaceMovement=true - By default the avatar eye facial blendshapes will be adjusted
|
||||
* automatically as the eyes move. This will prevent the iris is never obscured by the upper or lower lids. Set this
|
||||
* property to <code>false</code> to disable this automatic movement. This can be useful if you wish to fully control
|
||||
* the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
|
||||
* @property {boolean} hasAudioEnabledFaceMovement=true - By default the avatar mouth blendshapes will animate based on
|
||||
* the microphone audio. Set this property to <code>false</code> to disable that animaiton. This can be useful if you
|
||||
* wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
|
||||
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
|
||||
* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
|
||||
* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
|
||||
* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
|
||||
* blend shape actions.</p>
|
||||
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
|
||||
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
|
||||
* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
|
||||
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
|
||||
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
|
||||
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
|
||||
* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
|
||||
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
|
||||
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
|
||||
* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
|
||||
* {@link MyAvatar.setBlendshape} method.
|
||||
*/
|
||||
Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
|
||||
Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
|
||||
|
@ -1130,9 +1133,9 @@ public:
|
|||
|
||||
|
||||
/**jsdoc
|
||||
* Sets the value of a blendshape to animate your avatar's face. To enable other users to see the resulting animation of
|
||||
* your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true while using this API and back to false when your
|
||||
* animation is complete.
|
||||
* Sets the value of a blend shape to animate your avatar's face. In order for other users to see the resulting animations
|
||||
* on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to <code>true</code>. When you are done using this API,
|
||||
* set {@link Avatar.hasScriptedBlendshapes} back to <code>false</code> when the animation is complete.
|
||||
* @function Avatar.setBlendshape
|
||||
* @param {string} name - The name of the blendshape, per the
|
||||
* {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.
|
||||
|
|
Loading…
Reference in a new issue