Deprecated: Use avatar entities instead.
*/
diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index fc857bb11c..9b9bc2d9df 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -148,21 +148,21 @@ class MyAvatar : public Avatar {
* size in the virtual world. Read-only.
* @property {boolean} hasPriority - true
if the avatar is in a "hero" zone, false
if it isn't.
* Read-only.
- * @property {boolean} hasScriptedBlendshapes=false - true
if blend shapes are controlled by scripted actions,
- * otherwise false
. Set this to true
before using the {@link MyAvatar.setBlendshape} method,
+ * @property {boolean} hasScriptedBlendshapes=false - true
if blend shapes are controlled by scripted actions,
+ * otherwise false
. Set this to true
before using the {@link MyAvatar.setBlendshape} method,
* and set back to false
after you no longer want scripted control over the blend shapes.
- *
2 | Auto | Interface detects when the user is standing or seated in the real world.
* Avatar leaning is disabled when the user is sitting (i.e., avatar always recenters), and avatar leaning is enabled
@@ -657,7 +654,7 @@ public:
* Note: When using pre-built animation data, it's critical that the joint orientation of the source animation and target
* rig are equivalent, since the animation data applies absolute values onto the joints. If the orientations are different,
* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
- * Avatar Standards.
+ * Avatar Standards.
* @function MyAvatar.overrideAnimation
* @param {string} url - The URL to the animation file. Animation files may be in glTF or FBX format, but only need to
* contain the avatar skeleton and animation data. glTF models may be in JSON or binary format (".gltf" or ".glb" URLs
@@ -765,7 +762,7 @@ public:
* Note: When using pre-built animation data, it's critical that the joint orientation of the source animation and target
* rig are equivalent, since the animation data applies absolute values onto the joints. If the orientations are different,
* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
- * Avatar Standards.
+ * Avatar Standards.
* @function MyAvatar.overrideRoleAnimation
* @param {string} role - The animation role to override
* @param {string} url - The URL to the animation file. Animation files need to be in glTF or FBX format, but only need to
@@ -1186,7 +1183,7 @@ public:
/**jsdoc
* Gets information on the avatar your avatar is currently looking at.
* @function MyAvatar.getTargetAvatar
- * @returns {AvatarData} Information on the avatar being looked at.
+ * @returns {ScriptAvatar} Information on the avatar being looked at, null if no avatar is being looked at.
*/
// FIXME: The return type doesn't have a conversion to a script value so the function always returns undefined in
// JavaScript. Note: When fixed, JSDoc is needed for the return type.
@@ -1795,56 +1792,57 @@ public:
void prepareAvatarEntityDataForReload();
/**jsdoc
- * Turns the avatar's head until it faces the target point within a +90/-90 degree range.
- * Once this method is called, API calls will have full control of the head for a limited time.
- * If this method is not called for two seconds, the engine will regain control of the head.
- * @function MyAvatar.setHeadLookAt
- * @param {Vec3} lookAtTarget - The target point in world coordinates.
- */
+ * Turns the avatar's head until it faces the target point within a +90/-90 degree range.
+ * Once this method is called, API calls will have full control of the head for a limited time.
+ * If this method is not called for 2 seconds, the engine will regain control of the head.
+ * @function MyAvatar.setHeadLookAt
+ * @param {Vec3} lookAtTarget - The target point in world coordinates.
+ */
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the head's look direction in world coordinates.
- * @function MyAvatar.getHeadLookAt
- * @returns {Vec3} The head's "look at" target in world coordinates.
- */
+ * Returns the current target point of the head's look direction in world coordinates.
+ * @function MyAvatar.getHeadLookAt
+ * @returns {Vec3} The head's look-at target in world coordinates.
+ */
Q_INVOKABLE glm::vec3 getHeadLookAt() { return _lookAtCameraTarget; }
/**jsdoc
- * Returns control of the avatar's head to the engine, and releases control from API calls.
- * @function MyAvatar.releaseHeadLookAtControl
- */
+ * Returns control of the avatar's head to the engine, and releases control from API calls.
+ * @function MyAvatar.releaseHeadLookAtControl
+ */
Q_INVOKABLE void releaseHeadLookAtControl();
/**jsdoc
- * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
- * have full control of the eyes for a limited time. If this method is not called for two seconds,
- * the engine regains control of the eyes.
- * @function MyAvatar.setEyesLookAt
- * @param {Vec3} lookAtTarget - The target point in world coordinates.
- */
+ * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
+ * have full control of the eyes for a limited time. If this method is not called for two seconds,
+ * the engine regains control of the eyes.
+ * @function MyAvatar.setEyesLookAt
+ * @param {Vec3} lookAtTarget - The target point in world coordinates.
+ */
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the eyes look direction in world coordinates.
- * @function MyAvatar.getEyesLookAt
- * @returns {Vec3} The eyes' "look at" target in world coordinates.
- */
+ * Returns the current target point of the eyes look direction in world coordinates.
+ * @function MyAvatar.getEyesLookAt
+ * @returns {Vec3} The eyes' look-at target in world coordinates.
+ */
Q_INVOKABLE glm::vec3 getEyesLookAt() { return _eyesLookAtTarget.get(); }
/**jsdoc
- * Returns control of the avatar's eyes to the engine, and releases control from API calls.
- * @function MyAvatar.releaseEyesLookAtControl
- */
+ * Returns control of the avatar's eyes to the engine, and releases control from API calls.
+ * @function MyAvatar.releaseEyesLookAtControl
+ */
Q_INVOKABLE void releaseEyesLookAtControl();
/**jsdoc
- * Aims the pointing directional blending towards the provided target point. The "point" reaction should be triggered
- * before using this method with the code MyAvatar.beginReaction("point") .
- * @function MyAvatar.setPointAt
- * @param {Vec3} pointAtTarget - The target point in world coordinates.
- * @returns {boolean} true if the target point lays in front of the avatar, false if it doesn't.
- */
+ * Sets the point-at target for the "point" reaction that may be started with {@link MyAvatar.beginReaction}.
+ * The point-at target is set only if it is in front of the avatar.
+ * Note: The "point" reaction should be started before calling this method.
+ * @function MyAvatar.setPointAt
+ * @param {Vec3} pointAtTarget - The target to point at, in world coordinates.
+ * @returns {boolean} true if the target point was set, false if it wasn't.
+ */
Q_INVOKABLE bool setPointAt(const glm::vec3& pointAtTarget);
glm::quat getLookAtRotation() { return _lookAtYaw * _lookAtPitch; }
@@ -1928,7 +1926,7 @@ public:
* @param {boolean} isActive - true if flow simulation is enabled on the joint, false if it isn't.
* @param {boolean} isCollidable - true to enable collisions in the flow simulation, false to
* disable.
- * @param {Object} [physicsConfig>] - Physics configurations for particular entity
+ * @param {Object} [physicsConfig] - Physics configurations for particular entity
* and avatar joints.
* @param {Object} [collisionsConfig] - Collision configurations for particular
* entity and avatar joints.
@@ -1952,8 +1950,8 @@ public:
/**jsdoc
* Starts a sitting action for the avatar.
* @function MyAvatar.beginSit
- * @param {Vec3} position - The point in space where the avatar will sit.
- * @param {Quat} rotation - Initial absolute orientation of the avatar once is seated.
+ * @param {Vec3} position - The position where the avatar should sit.
+ * @param {Quat} rotation - The initial orientation of the seated avatar.
*/
Q_INVOKABLE void beginSit(const glm::vec3& position, const glm::quat& rotation);
@@ -1961,15 +1959,14 @@ public:
* Ends a sitting action for the avatar.
* @function MyAvatar.endSit
* @param {Vec3} position - The position of the avatar when standing up.
- * @param {Quat} rotation - The absolute rotation of the avatar once the sitting action ends.
+ * @param {Quat} rotation - The orientation of the avatar when standing up.
*/
Q_INVOKABLE void endSit(const glm::vec3& position, const glm::quat& rotation);
/**jsdoc
- * Gets whether the avatar is in a seated pose. The seated pose is set by calling the
- * MyAvatar::beginSit method.
+ * Gets whether the avatar is in a seated pose. The seated pose is set by calling {@link MyAvatar.beginSit}.
* @function MyAvatar.isSeated
- * @returns {boolean} true if the avatar is in a seated pose.
+ * @returns {boolean} true if the avatar is in a seated pose, false if it isn't.
*/
Q_INVOKABLE bool isSeated() { return _characterController.getSeated(); }
@@ -2072,8 +2069,8 @@ public slots:
* @param {boolean} [hasOrientation=false] - Set to true to set the orientation of the avatar.
* @param {Quat} [orientation=Quat.IDENTITY] - The new orientation for the avatar.
* @param {boolean} [shouldFaceLocation=false] - Set to true to position the avatar a short distance away from
- * @param {boolean} [withSafeLanding=true] - Set to false MyAvatar::safeLanding will not be called (used when teleporting).
* the new position and orientate the avatar to face the position.
+ * @param {boolean} [withSafeLanding=true] - Set to false to disable safe landing when teleporting.
*/
void goToLocation(const glm::vec3& newPosition,
bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
@@ -2348,43 +2345,52 @@ public slots:
virtual void setModelScale(float scale) override;
/**jsdoc
- * MyAvatar.getTriggerReactions
- * Returns a list of reactions names that can be triggered using MyAvatar.triggerReaction().
- * @returns {string[]} Array of reaction names.
+ * Gets the list of reactions names that can be triggered using {@link MyAvatar.triggerReaction}.
+ * See also: {@link MyAvatar.getBeginEndReactions}.
+ * @function MyAvatar.getTriggerReactions
+ * @returns {string[]} List of reaction names that can be triggered using {@link MyAvatar.triggerReaction}.
+ * @example List the available trigger reactions.
+ * print("Trigger reactions:", JSON.stringify(MyAvatar.getTriggerReactions()));
*/
QStringList getTriggerReactions() const;
/**jsdoc
- * MyAvatar.getBeginReactions
- * Returns a list of reactions names that can be enabled using MyAvatar.beginReaction() and MyAvatar.endReaction().
- * @returns {string[]} Array of reaction names.
+ * Gets the list of reactions names that can be enabled using {@link MyAvatar.beginReaction} and
+ * {@link MyAvatar.endReaction}.
+ * See also: {@link MyAvatar.getTriggerReactions}.
+ * @function MyAvatar.getBeginEndReactions
+ * @returns {string[]} List of reaction names that can be enabled using {@link MyAvatar.beginReaction} and
+ * {@link MyAvatar.endReaction}.
+ * @example List the available begin-end reactions.
+ * print("Begin-end reactions:", JSON.stringify(MyAvatar.getBeginEndReactions()));
*/
QStringList getBeginEndReactions() const;
/**jsdoc
- * MyAvatar.triggerReaction
- * Plays the given reaction on the avatar, once the reaction is complete it will automatically complete. Only reaction names returned from MyAvatar.getTriggerReactions() are available.
- * @param {string} reactionName - reaction name
- * @returns {bool} false if the given reaction is not supported.
+ * Plays a reaction on the avatar. Once the reaction is complete it will stop playing.
+ * Only reaction names returned by {@link MyAvatar.getTriggerReactions} are available.
+ * @function MyAvatar.triggerReaction
+ * @param {string} reactionName - The reaction to trigger.
+ * @returns {boolean} true if the reaction was played, false if the reaction is not supported.
*/
bool triggerReaction(QString reactionName);
/**jsdoc
- * MyAvatar.beginReaction
- * Plays the given reaction on the avatar. The avatar will continue to play the reaction until stopped via the MyAvatar.endReaction() call or superseeded by another reaction.
- * Only reaction names returned from MyAvatar.getBeginEndReactions() are available.
- * NOTE: the caller is responsible for calling the corresponding MyAvatar.endReaction(), otherwise the avatar might become stuck in the reaction forever.
- * @param {string} reactionName - reaction name
- * @returns {bool} false if the given reaction is not supported.
+ * Starts playing a reaction on the avatar. The reaction will continue to play until stopped using
+ * {@link MyAvatar.endReaction} or superseded by another reaction.
+ * Only reactions returned by {@link MyAvatar.getBeginEndReactions} are available.
+ * @function MyAvatar.beginReaction
+ * @param {string} reactionName - The reaction to start playing.
+ * @returns {boolean} true if the reaction was started, false if the reaction is not supported.
*/
bool beginReaction(QString reactionName);
/**jsdoc
- * MyAvatar.endReaction
- * Used to stop a given reaction that was started via MyAvatar.beginReaction().
- * @param {string} reactionName - reaction name
- * @returns {bool} false if the given reaction is not supported.
+ * Stops playing a reaction that was started using {@link MyAvatar.beginReaction}.
+ * @function MyAvatar.endReaction
+ * @param {string} reactionName - The reaction to stop playing.
+ * @returns {boolean} true if the reaction was stopped, false if the reaction is not supported.
*/
bool endReaction(QString reactionName);
diff --git a/interface/src/raypick/PickScriptingInterface.h b/interface/src/raypick/PickScriptingInterface.h
index 6319aeb01b..58ed3326ec 100644
--- a/interface/src/raypick/PickScriptingInterface.h
+++ b/interface/src/raypick/PickScriptingInterface.h
@@ -52,8 +52,9 @@
* Read-only.
* Warning: Not yet implemented.
*
- * @property {FilterFlags} PICK_BYPASS_IGNORE - Allows pick to intersect entities even when their ignorePickIntersection property is 'true'.
- * For debug purposes. Read-only.
+ * @property {FilterFlags} PICK_BYPASS_IGNORE - Allows pick to intersect entities even when their
+ * ignorePickIntersection property value is true . For debug purposes.
+ * Read-only.
*
* @property {IntersectionType} INTERSECTED_NONE - Intersected nothing. Read-only.
* @property {IntersectionType} INTERSECTED_ENTITY - Intersected an entity. Read-only.
diff --git a/interface/src/raypick/PointerScriptingInterface.h b/interface/src/raypick/PointerScriptingInterface.h
index 4e59e53b06..555136e7a7 100644
--- a/interface/src/raypick/PointerScriptingInterface.h
+++ b/interface/src/raypick/PointerScriptingInterface.h
@@ -167,7 +167,7 @@ public:
* 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}
+ * @returns {Pointers.RayPointerProperties|Pointers.ParabolaPointerProperties|Pointers.StylusPointerProperties}
* Script-provided properties, per the pointer type .
*/
Q_INVOKABLE QVariantMap getPointerScriptParameters(unsigned int uid) const;
diff --git a/interface/src/scripting/DesktopScriptingInterface.cpp b/interface/src/scripting/DesktopScriptingInterface.cpp
index ae4af48cd6..f78f7853ca 100644
--- a/interface/src/scripting/DesktopScriptingInterface.cpp
+++ b/interface/src/scripting/DesktopScriptingInterface.cpp
@@ -30,21 +30,6 @@
* @property {InteractiveWindow.DockArea} LEFT - Dock to the left edge of the Interface window.
* @property {InteractiveWindow.DockArea} RIGHT - Dock to the right edge of the Interface window.
*/
-/**jsdoc
- * A docking location of an InteractiveWindow .
- *
- *
- * Value | Name | Description |
- *
- *
- * 0 | TOP | Dock to the top edge of the Interface window. |
- * 1 | BOTTOM | Dock to the bottom edge of the Interface window. |
- * 2 | LEFT | Dock to the left edge of the Interface window. |
- * 3 | RIGHT | Dock to the right edge of the Interface window. |
- *
- *
- * @typedef {number} InteractiveWindow.DockArea
- */
static const QVariantMap DOCK_AREA {
{ "TOP", DockArea::TOP },
{ "BOTTOM", DockArea::BOTTOM },
@@ -53,13 +38,17 @@ static const QVariantMap DOCK_AREA {
};
/**jsdoc
- * The possible "relative position anchors" of an InteractiveWindow . Used when defining the `relativePosition` property of an `InteractiveWindow`.
+ * The possible relative position anchors of an InteractiveWindow relative to the Interface window.
* @typedef {object} InteractiveWindow.RelativePositionAnchors
- * @property {InteractiveWindow.RelativePositionAnchor} NO_ANCHOR - Specifies that the position of the `InteractiveWindow` will not be relative to any part of the Interface window.
- * @property {InteractiveWindow.RelativePositionAnchor} TOP_LEFT - Specifies that the `relativePosition` of the `InteractiveWindow` will be offset from the top left of the Interface window.
- * @property {InteractiveWindow.RelativePositionAnchor} TOP_RIGHT - Specifies that the `relativePosition` of the `InteractiveWindow` will be offset from the top right of the Interface window.
- * @property {InteractiveWindow.RelativePositionAnchor} BOTTOM_RIGHT - Specifies that the `relativePosition` of the `InteractiveWindow` will be offset from the bottom right of the Interface window.
- * @property {InteractiveWindow.RelativePositionAnchor} BOTTOM_LEFT - Specifies that the `relativePosition` of the `InteractiveWindow` will be offset from the bottom left of the Interface window.
+ * @property {InteractiveWindow.RelativePositionAnchor} NO_ANCHOR - Position is not relative to any part of the Interface
+ * window.
+ * @property {InteractiveWindow.RelativePositionAnchor} TOP_LEFT - Position is offset from the top left of the Interface window.
+ * @property {InteractiveWindow.RelativePositionAnchor} TOP_RIGHT - Position is offset from the top right of the Interface
+ * window.
+ * @property {InteractiveWindow.RelativePositionAnchor} BOTTOM_RIGHT - Position offset from the bottom right of the Interface
+ * window.
+ * @property {InteractiveWindow.RelativePositionAnchor} BOTTOM_LEFT - Position is offset from the bottom left of the Interface
+ * window.
*/
static const QVariantMap RELATIVE_POSITION_ANCHOR {
{ "NO_ANCHOR", RelativePositionAnchor::NO_ANCHOR },
@@ -89,21 +78,6 @@ int DesktopScriptingInterface::getHeight() {
* @property {InteractiveWindow.PresentationMode} NATIVE - The window is displayed separately from the Interface window, as its
* own separate window.
*/
-/**jsdoc
- * A display mode for an InteractiveWindow .
- *
- *
- * Value | Name | Description |
- *
- *
- * 0 | VIRTUAL | The window is displayed inside Interface: in the desktop window in
- * desktop mode or on the HUD surface in HMD mode. |
- * 1 | NATIVE | The window is displayed separately from the Interface window, as its
- * own separate window. |
- *
- *
- * @typedef {number} InteractiveWindow.PresentationMode
- */
QVariantMap DesktopScriptingInterface::getPresentationMode() {
static QVariantMap presentationModes {
{ "VIRTUAL", Virtual },
diff --git a/interface/src/scripting/DesktopScriptingInterface.h b/interface/src/scripting/DesktopScriptingInterface.h
index e75bd571e8..e57d7a6805 100644
--- a/interface/src/scripting/DesktopScriptingInterface.h
+++ b/interface/src/scripting/DesktopScriptingInterface.h
@@ -42,8 +42,8 @@
* @property {InteractiveWindow.DockAreas} DockArea - The possible docking locations of an {@link InteractiveWindow}: top,
* bottom, left, or right of the Interface window.
* Read-only.
- * @property {InteractiveWindow.RelativePositionAnchors} RelativePositionAnchor - The possible "relative position anchors" for an {@link InteractiveWindow}: top left,
- * top right, bottom right, or bottom left of the Interface window.
+ * @property {InteractiveWindow.RelativePositionAnchors} RelativePositionAnchor - The possible relative position anchors for an
+ * {@link InteractiveWindow}: none, top left, top right, bottom right, or bottom left of the Interface window.
* Read-only.
*/
class DesktopScriptingInterface : public QObject, public Dependency {
@@ -84,7 +84,7 @@ public:
* @param {string} url - The QML file that specifies the window content. The QML file can use a WebView
* control (defined by "WebView.qml" included in the Interface install) to embed an HTML web page (complete with
* EventBridge object).
- * @param {InteractiveWindow.Properties} [properties] - Initial window properties.
+ * @param {InteractiveWindow.WindowProperties} [properties] - Initial window properties.
* @returns {InteractiveWindow} A new window object.
* @example Open a dialog in its own window separate from Interface.
* var nativeWindow = Desktop.createWindow(Script.resourcesPath() + 'qml/OverlayWindowTest.qml', {
diff --git a/interface/src/scripting/WindowScriptingInterface.h b/interface/src/scripting/WindowScriptingInterface.h
index f3e9dea45f..bf39073db1 100644
--- a/interface/src/scripting/WindowScriptingInterface.h
+++ b/interface/src/scripting/WindowScriptingInterface.h
@@ -818,8 +818,12 @@ signals:
/**jsdoc
* Triggered when "minimized" state of the Interface window changes.
* @function Window.minimizedChanged
- * @param {bool} isMinimized - true if the Interface window is now minimized; false otherwise.
+ * @param {boolean} isMinimized - true if the Interface window is minimized, false if it isn't.
* @returns {Signal}
+ * @example Report the "minimized" state of the Interface window when it changes.
+ * function onWindowMinimizedChanged(minimized) {
+ * print("Window minimized: " + minimized);
+ * }
*
* Window.minimizedChanged.connect(onWindowMinimizedChanged);
*/
diff --git a/interface/src/ui/InteractiveWindow.cpp b/interface/src/ui/InteractiveWindow.cpp
index 6cc26e2409..2acac2c529 100644
--- a/interface/src/ui/InteractiveWindow.cpp
+++ b/interface/src/ui/InteractiveWindow.cpp
@@ -129,8 +129,8 @@ void InteractiveWindow::emitMainWindowResizeEvent() {
}
/**jsdoc
- * A set of properties used when creating an InteractiveWindow .
- * @typedef {object} InteractiveWindow.Properties
+ * Property values used when creating an InteractiveWindow .
+ * @typedef {object} InteractiveWindow.WindowProperties
* @property {string} [title="InteractiveWindow] - The title of the window.
* @property {Vec2} [position] - The initial position of the window, in pixels.
* @property {Vec2} [size] - The initial size of the window, in pixels
@@ -142,13 +142,36 @@ void InteractiveWindow::emitMainWindowResizeEvent() {
* @property {InteractiveWindow.PresentationWindowInfo} [presentationWindowInfo] - Controls how a NATIVE window is
* displayed. If used, the window is docked to the specified edge of the Interface window, otherwise the window is
* displayed as its own separate window.
- * @property {InteractiveWindow.AdditionalFlags} [additionalFlags=0] - Window behavior flags in addition to "native window flags" (minimize/maximize/close),
- * set at window creation. Possible flag values are provided as {@link Desktop|Desktop.ALWAYS_ON_TOP} and {@link Desktop|Desktop.CLOSE_BUTTON_HIDES}.
- * Additional flag values can be found on Qt's website at https://doc.qt.io/qt-5/qt.html#WindowType-enum.
- * @property {InteractiveWindow.OverrideFlags} [overrideFlags=0] - Window behavior flags instead of the default window flags.
- * Set at window creation. Possible flag values are provided as {@link Desktop|Desktop.ALWAYS_ON_TOP} and {@link Desktop|Desktop.CLOSE_BUTTON_HIDES}.
- * Additional flag values can be found on Qt's website at https://doc.qt.io/qt-5/qt.html#WindowType-enum.
+ * @property {InteractiveWindow.Flags} [additionalFlags=0] - Customizes window behavior.
+ * @property {InteractiveWindow.OverrideFlags} [overrideFlags=0] - Customizes window controls.
+
+ * @property {InteractiveWindow.RelativePositionAnchor} [relativePositionAnchor] - he anchor for the
+ * relativePosition , if used.
+ * @property {Vec2} [relativePosition] - The position of the window, relative to the relativePositionAnchor , in
+ * pixels. Excludes the window frame.
+ * @property {boolean} [isFullScreenWindow] - true to make the window full screen.
*/
+/**jsdoc
+ * A set of flags customizing InteractiveWindow controls. The value is constructed by using the |
+ * (bitwise OR) operator on the individual flag values..
+ *
+ *
+ * Value | Name | Description |
+ *
+ *
+ * 0x00000001 | Window | Displays the window as a window rather than a dialog. |
+ * 0x00001000 | WindowTitleHint | Adds a title bar. |
+ * | 0x00002000 | WindowSystemMenuHint | Adds a window system menu. |
+ * | 0x00004000 | WindowMinimizeButtonHint | Adds a minimize button. |
+ * | 0x00008000 | WindowMaximizeButtonHint | Adds a maximize button. |
+ * | 0x00040000 | WindowStaysOnTopHint | The window stays on top of other windows.
+ * Not used on Windows.
+ * | 0x08000000 | WindowCloseButtonHint | Adds a close button. |
+ * |
+ *
+ * @typedef {number} InteractiveWindow.OverrideFlags
+ */
+// OverrideFlags is per InteractiveWindow.qml.
InteractiveWindow::InteractiveWindow(const QString& sourceUrl, const QVariantMap& properties, bool restricted) {
InteractiveWindowPresentationMode presentationMode = InteractiveWindowPresentationMode::Native;
diff --git a/interface/src/ui/InteractiveWindow.h b/interface/src/ui/InteractiveWindow.h
index 1198ce8ee9..7c8897059f 100644
--- a/interface/src/ui/InteractiveWindow.h
+++ b/interface/src/ui/InteractiveWindow.h
@@ -76,12 +76,42 @@ namespace InteractiveWindowEnums {
};
Q_ENUM_NS(InteractiveWindowFlags);
+ /**jsdoc
+ * A display mode for an InteractiveWindow .
+ *
+ *
+ * Value | Name | Description |
+ *
+ *
+ * 0 | VIRTUAL | The window is displayed inside Interface: in the desktop window in
+ * desktop mode or on the HUD surface in HMD mode. |
+ * 1 | NATIVE | The window is displayed separately from the Interface window, as its
+ * own separate window. |
+ *
+ *
+ * @typedef {number} InteractiveWindow.PresentationMode
+ */
enum InteractiveWindowPresentationMode {
Virtual,
Native
};
Q_ENUM_NS(InteractiveWindowPresentationMode);
+ /**jsdoc
+ * A docking location of an InteractiveWindow .
+ *
+ *
+ * Value | Name | Description |
+ *
+ *
+ * 0 | TOP | Dock to the top edge of the Interface window. |
+ * 1 | BOTTOM | Dock to the bottom edge of the Interface window. |
+ * 2 | LEFT | Dock to the left edge of the Interface window. |
+ * 3 | RIGHT | Dock to the right edge of the Interface window. |
+ *
+ *
+ * @typedef {number} InteractiveWindow.DockArea
+ */
enum DockArea {
TOP,
BOTTOM,
@@ -90,6 +120,24 @@ namespace InteractiveWindowEnums {
};
Q_ENUM_NS(DockArea);
+ /**jsdoc
+ * The anchor for a relative position of an InteractiveWindow .
+ *
+ *
+ * Value | Name | Description |
+ *
+ *
+ * 0 | NO_ANCHOR | Position is not relative to any part of the Interface window. |
+ * 1 | TOP_LEFT | Position is offset from the top left of the Interface window. |
+ * 2 | TOP_RIGHT | Position is offset from the top right of the Interface window. |
+ * 3 | BOTTOM_RIGHT | Position offset from the bottom right of the Interface
+ * window. |
+ * 4 | BOTTOM_LEFFT | Position is offset from the bottom left of the Interface
+ * window. |
+ *
+ *
+ * @typedef {number} InteractiveWindow.RelativePositionAnchor
+ */
enum RelativePositionAnchor {
NO_ANCHOR,
TOP_LEFT,
@@ -117,7 +165,11 @@ using namespace InteractiveWindowEnums;
* @hifi-avatar
*
* @property {string} title - The title of the window.
- * @property {Vec2} position - The position of the window, in pixels.
+ * @property {Vec2} position - The absolute position of the window, in pixels.
+ * @property {InteractiveWindow.RelativePositionAnchor} relativePositionAnchor - The anchor for the
+ * relativePosition , if used.
+ * @property {Vec2} relativePosition - The position of the window, relative to the relativePositionAnchor , in
+ * pixels. Excludes the window frame.
* @property {Vec2} size - The size of the window, in pixels.
* @property {boolean} visible - true if the window is visible, false if it isn't.
* @property {InteractiveWindow.PresentationMode} presentationMode - The presentation mode of the window:
diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
index d0ab314edf..a9e16e9ff1 100644
--- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
+++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
@@ -1920,6 +1920,13 @@ void Avatar::setParentJointIndex(quint16 parentJointIndex) {
}
}
+/**jsdoc
+ * Information about a joint in an avatar's skeleton hierarchy.
+ * @typedef {object} SkeletonJoint
+ * @property {string} name - Joint name.
+ * @property {number} index - Joint index.
+ * @property {number} parentIndex - Index of this joint's parent (-1 if no parent).
+ */
QList Avatar::getSkeleton() {
SkeletonModelPointer skeletonModel = _skeletonModel;
if (skeletonModel) {
diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h
index 9c57fa36ae..dcd4d00db0 100644
--- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h
+++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h
@@ -207,7 +207,7 @@ public:
/**jsdoc
* Gets the default rotation of a joint (in the current avatar) relative to its parent.
* For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function MyAvatar.getDefaultJointRotation
* @param {number} index - The joint index.
* @returns {Quat} The default rotation of the joint if the joint index is valid, otherwise {@link Quat(0)|Quat.IDENTITY}.
@@ -218,7 +218,7 @@ public:
* Gets the default translation of a joint (in the current avatar) relative to its parent, in model coordinates.
* Warning: These coordinates are not necessarily in meters.
* For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function MyAvatar.getDefaultJointTranslation
* @param {number} index - The joint index.
* @returns {Vec3} The default translation of the joint (in model coordinates) if the joint index is valid, otherwise
@@ -480,14 +480,7 @@ public:
/**jsdoc
* Gets information on all the joints in the avatar's skeleton.
* @function MyAvatar.getSkeleton
- * @returns {MyAvatar.SkeletonJoint[]} Information about each joint in the avatar's skeleton.
- */
- /**jsdoc
- * Information about a single joint in an Avatar's skeleton hierarchy.
- * @typedef {object} MyAvatar.SkeletonJoint
- * @property {string} name - Joint name.
- * @property {number} index - Joint index.
- * @property {number} parentIndex - Index of this joint's parent (-1 if no parent).
+ * @returns {SkeletonJoint[]} Information about each joint in the avatar's skeleton.
*/
Q_INVOKABLE QList getSkeleton();
diff --git a/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h b/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h
index 3bc98e72a0..3f8fc4f88b 100644
--- a/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h
+++ b/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h
@@ -16,6 +16,64 @@
#include "Avatar.h"
+/**jsdoc
+ * Information about an avatar.
+ *
+ * Created using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.
+ *
+ * @class ScriptAvatar
+ * @hideconstructor
+ *
+ * @hifi-interface
+ * @hifi-client-entity
+ * @hifi-avatar
+ * @hifi-assignment-client
+ * @hifi-server-entity
+ *
+ * @property {Vec3} position - The avatar's position.
+ * @property {number} scale - The target scale of the avatar without any restrictions on permissible values imposed by the
+ * domain.
+ * @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar but
+ * is otherwise not used or changed by Interface.
+ * @property {number} bodyPitch - The pitch of the avatar's body, in degrees.
+ * @property {number} bodyYaw - The yaw of the avatar's body, in degrees.
+ * @property {number} bodyRoll - The roll of the avatar's body, in degrees.
+ * @property {Quat} orientation - The orientation of the avatar's body.
+ * @property {Quat} headOrientation - The orientation of the avatar's head.
+ * @property {number} headPitch - The pitch of the avatar's head relative to the body, in degrees.
+ * @property {number} headYaw - The yaw of the avatar's head relative to the body, in degrees.
+ * @property {number} headRoll - The roll of the avatar's head relative to the body, in degrees.
+ *
+ * @property {Vec3} velocity - The linear velocity of the avatar.
+ * @property {Vec3} angularVelocity - The angular velocity of the avatar.
+ *
+ * @property {Uuid} sessionUUID - The avatar's session ID.
+ * @property {string} displayName - The avatar's display name.
+ * @property {string} sessionDisplayName - The avatar's display name, sanitized and versioned, as defined by the avatar mixer.
+ * It is unique among all avatars present in the domain at the time.
+ * @property {boolean} isReplicated - Deprecated: This property is deprecated and will be
+ * removed.
+ * @property {boolean} lookAtSnappingEnabled - true if the avatar's eyes snap to look at another avatar's eyes
+ * when the other avatar is in the line of sight and also has lookAtSnappingEnabled == true .
+ *
+ * @property {string} skeletonModelURL - The avatar's FST file.
+ * @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.
+ * Deprecated: This property is deprecated and will be removed. Use avatar entities instead.
+ * @property {string[]} jointNames - The list of joints in the avatar model.
+ *
+ * @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
+ * domain.
+ * @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting into
+ * the domain.
+ *
+ * @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
+ * avatar's size, orientation, and position in the virtual world.
+ * @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the avatar.
+ * @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
+ * avatar.
+ *
+ * @property {Vec3} skeletonOffset - The rendering offset of the avatar.
+ */
class ScriptAvatar : public ScriptAvatarData {
Q_OBJECT
@@ -26,27 +84,138 @@ public:
public slots:
+ /**jsdoc
+ * Gets the default rotation of a joint in the avatar relative to its parent.
+ * For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getDefaultJointRotation
+ * @param {number} index - The joint index.
+ * @returns {Quat} The default rotation of the joint if avatar data are available and the joint index is valid, otherwise
+ * {@link Quat(0)|Quat.IDENTITY}.
+ */
glm::quat getDefaultJointRotation(int index) const;
+
+ /**jsdoc
+ * Gets the default translation of a joint in the avatar relative to its parent, in model coordinates.
+ * Warning: These coordinates are not necessarily in meters.
+ * For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getDefaultJointTranslation
+ * @param {number} index - The joint index.
+ * @returns {Vec3} The default translation of the joint (in model coordinates) if avatar data are available and the joint
+ * index is valid, otherwise {@link Vec3(0)|Vec3.ZERO}.
+ */
glm::vec3 getDefaultJointTranslation(int index) const;
+
+ /**jsdoc
+ * Gets the offset applied to the avatar for rendering.
+ * @function ScriptAvatar.getSkeletonOffset
+ * @returns {Vec3} The skeleton offset if avatar data are available, otherwise {@link Vec3(0)|Vec3.ZERO}.
+ */
glm::vec3 getSkeletonOffset() const;
+
+ /**jsdoc
+ * Gets the position of a joint in the avatar.
+ * @function ScriptAvatar.getJointPosition
+ * @param {number} index - The index of the joint.
+ * @returns {Vec3} The position of the joint in world coordinates, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't
+ * available.
+ */
glm::vec3 getJointPosition(int index) const;
+
+ /**jsdoc
+ * Gets the position of a joint in the current avatar.
+ * @function ScriptAvatar.getJointPosition
+ * @param {string} name - The name of the joint.
+ * @returns {Vec3} The position of the joint in world coordinates, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't
+ * available.
+ */
glm::vec3 getJointPosition(const QString& name) const;
+
+ /**jsdoc
+ * Gets the position of the current avatar's neck in world coordinates.
+ * @function ScriptAvatar.getNeckPosition
+ * @returns {Vec3} The position of the neck in world coordinates, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't
+ * available.
+ */
glm::vec3 getNeckPosition() const;
+
+ /**jsdoc
+ * Gets the current acceleration of the avatar.
+ * @function ScriptAvatar.getAcceleration
+ * @returns {Vec3} The current acceleration of the avatar, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't available..
+ */
glm::vec3 getAcceleration() const;
+
+ /**jsdoc
+ * Gets the ID of the entity of avatar that the avatar is parented to.
+ * @function ScriptAvatar.getParentID
+ * @returns {Uuid} The ID of the entity or avatar that the avatar is parented to. {@link Uuid(0)|Uuid.NULL} if not parented
+ * or avatar data aren't available.
+ */
QUuid getParentID() const;
+
+ /**jsdoc
+ * Gets the joint of the entity or avatar that the avatar is parented to.
+ * @function ScriptAvatar.getParentJointIndex
+ * @returns {number} The joint of the entity or avatar that the avatar is parented to. 65535 or
+ * -1 if parented to the entity or avatar's position and orientation rather than a joint, or avatar data
+ * aren't available.
+ */
quint16 getParentJointIndex() const;
+
+ /**jsdoc
+ * Gets information on all the joints in the avatar's skeleton.
+ * @function ScriptAvatar.getSkeleton
+ * @returns {SkeletonJoint[]} Information about each joint in the avatar's skeleton.
+ */
QVariantList getSkeleton() const;
+
+ /**jsdoc
+ * @function ScriptAvatar.getSimulationRate
+ * @param {AvatarSimulationRate} [rateName=""] - Rate name.
+ * @returns {number} Simulation rate in Hz, or 0.0 if avatar data aren't available.
+ * @deprecated This function is deprecated and will be removed.
+ */
float getSimulationRate(const QString& rateName = QString("")) const;
+
+ /**jsdoc
+ * Gets the position of the left palm in world coordinates.
+ * @function ScriptAvatar.getLeftPalmPosition
+ * @returns {Vec3} The position of the left palm in world coordinates, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't
+ * available.
+ */
glm::vec3 getLeftPalmPosition() const;
+
+ /**jsdoc
+ * Gets the rotation of the left palm in world coordinates.
+ * @function ScriptAvatar.getLeftPalmRotation
+ * @returns {Quat} The rotation of the left palm in world coordinates, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
+ * aren't available.
+ */
glm::quat getLeftPalmRotation() const;
+
+ /**jsdoc
+ * Gets the position of the right palm in world coordinates.
+ * @function ScriptAvatar.getLeftPalmPosition
+ * @returns {Vec3} The position of the right palm in world coordinates, or {@link Vec3(0)|Vec3.ZERO} if avatar data aren't
+ * available.
+ */
glm::vec3 getRightPalmPosition() const;
+
+ /**jsdoc
+ * Gets the rotation of the right palm in world coordinates.
+ * @function ScriptAvatar.getLeftPalmRotation
+ * @returns {Quat} The rotation of the right palm in world coordinates, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
+ * aren't available.
+ */
glm::quat getRightPalmRotation() const;
private:
diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h
index 981882bf98..24808b98bf 100755
--- a/libraries/avatars/src/AvatarData.h
+++ b/libraries/avatars/src/AvatarData.h
@@ -533,21 +533,21 @@ class AvatarData : public QObject, public SpatiallyNestable {
* @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't.
* Read-only.
* @property {boolean} hasScriptedBlendshapes=false - true if blend shapes are controlled by scripted actions,
- * otherwise false . Set this to true before using the {@link MyAvatar.setBlendshape} method,
+ * otherwise false . Set this to true before using the {@link Avatar.setBlendshape} method,
* and set back to false after you no longer want scripted control over the blend shapes.
- * Note: This property will automatically be set to true if the Controller system has valid facial
- * blend shape actions.
+ * Note: This property will automatically be set to true if the controller system has
+ * valid facial blend shape actions.
* @property {boolean} hasProceduralBlinkFaceMovement=true - true if avatars blink automatically by animating
- * facial blend shapes, false if automatic blinking is disabled. Set this property to false if
- * you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * facial blend shapes, false if automatic blinking is disabled. Set this property to false
+ * to fully control the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - true if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, false if this automatic movement is disabled. Set this property
* to true to prevent the iris from being obscured by the upper or lower lids. Set this property to
- * false if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * false to fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - true if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, false if this automatic movement is disabled. Set
- * this property to false if you wish to fully control the mouth facial blend shapes via the
- * {@link MyAvatar.setBlendshape} method.
+ * this property to false to fully control the mouth facial blend shapes via the
+ * {@link Avatar.setBlendshape} method.
*/
Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
@@ -860,7 +860,7 @@ public:
/**jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function Avatar.getJointRotation
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
@@ -871,7 +871,7 @@ public:
* Gets the translation of a joint relative to its parent, in model coordinates.
* Warning: These coordinates are not necessarily in meters.
* For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function Avatar.getJointTranslation
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
@@ -981,7 +981,7 @@ public:
/**jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function Avatar.getJointRotation
* @param {string} name - The name of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
@@ -996,7 +996,7 @@ public:
* Gets the translation of a joint relative to its parent, in model coordinates.
* Warning: These coordinates are not necessarily in meters.
* For information on the joint hierarchy used, see
- * Avatar Standards.
+ * Avatar Standards.
* @function Avatar.getJointTranslation
* @param {number} name - The name of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
@@ -1134,8 +1134,8 @@ public:
/**jsdoc
* 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 true . When you are done using this API,
- * set {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete.
+ * on your avatar's face, set hasScriptedBlendshapes to true . When you are done using this API,
+ * set hasScriptedBlendshapes back to false 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}.
@@ -1174,7 +1174,7 @@ public:
/**jsdoc
* @function Avatar.updateAvatarEntity
* @param {Uuid} entityID - The entity ID.
- * @param {Array.} entityData - Entity data.
+ * @param {ArrayBuffer} entityData - Entity data.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE virtual void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData);
@@ -1188,12 +1188,12 @@ public:
Q_INVOKABLE virtual void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true);
/**jsdoc
- * Deprecated: This method is deprecated and will be removed.
- * Use Avatar.hasScriptedBlendshapes property instead.
- * Enables blendshapes set using {@link Avatar.setBlendshape} or {@link MyAvatar.setBlendshape} to be transmitted to other
+ * Enables blend shapes set using {@link Avatar.setBlendshape} or {@link MyAvatar.setBlendshape} to be transmitted to other
* users so that they can see the animation of your avatar's face.
+ * Deprecated: This method is deprecated and will be removed. Use the
+ * Avatar.hasScriptedBlendshapes or MyAvatar.hasScriptedBlendshapes property instead.
* @function Avatar.setForceFaceTrackerConnected
- * @param {boolean} connected - true to enable blendshape changes to be transmitted to other users,
+ * @param {boolean} connected - true to enable blend shape changes to be transmitted to other users,
* false to disable.
*/
Q_INVOKABLE void setForceFaceTrackerConnected(bool connected) { setHasScriptedBlendshapes(connected); }
@@ -1964,6 +1964,7 @@ Q_DECLARE_METATYPE(RayToAvatarIntersectionResult)
QScriptValue RayToAvatarIntersectionResultToScriptValue(QScriptEngine* engine, const RayToAvatarIntersectionResult& results);
void RayToAvatarIntersectionResultFromScriptValue(const QScriptValue& object, RayToAvatarIntersectionResult& results);
+// No JSDoc because it's not provided as a type to the script engine.
class ParabolaToAvatarIntersectionResult {
public:
bool intersects { false };
diff --git a/libraries/avatars/src/AvatarHashMap.h b/libraries/avatars/src/AvatarHashMap.h
index c474353451..e12e5b4649 100644
--- a/libraries/avatars/src/AvatarHashMap.h
+++ b/libraries/avatars/src/AvatarHashMap.h
@@ -111,7 +111,7 @@ public:
* Gets information about an avatar.
* @function AvatarList.getAvatar
* @param {Uuid} avatarID - The ID of the avatar.
- * @returns {AvatarData} Information about the avatar.
+ * @returns {ScriptAvatar} Information about the avatar.
*/
// Null/Default-constructed QUuids will return MyAvatar
Q_INVOKABLE virtual ScriptAvatarData* getAvatar(QUuid avatarID) { return new ScriptAvatarData(getAvatarBySessionID(avatarID)); }
diff --git a/libraries/avatars/src/ScriptAvatarData.h b/libraries/avatars/src/ScriptAvatarData.h
index 9c5c2c6918..7dcd7cc7e1 100644
--- a/libraries/avatars/src/ScriptAvatarData.h
+++ b/libraries/avatars/src/ScriptAvatarData.h
@@ -16,53 +16,6 @@
#include "AvatarData.h"
-/**jsdoc
- * Information about an avatar.
- * @typedef {object} AvatarData
- * @property {Vec3} position - The avatar's position.
- * @property {number} scale - The target scale of the avatar without any restrictions on permissible values imposed by the
- * domain.
- * @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar but
- * is otherwise not used or changed by Interface.
- * @property {number} bodyPitch - The pitch of the avatar's body, in degrees.
- * @property {number} bodyYaw - The yaw of the avatar's body, in degrees.
- * @property {number} bodyRoll - The roll of the avatar's body, in degrees.
- * @property {Quat} orientation - The orientation of the avatar's body.
- * @property {Quat} headOrientation - The orientation of the avatar's head.
- * @property {number} headPitch - The pitch of the avatar's head relative to the body, in degrees.
- * @property {number} headYaw - The yaw of the avatar's head relative to the body, in degrees.
- * @property {number} headRoll - The roll of the avatar's head relative to the body, in degrees.
- *
- * @property {Vec3} velocity - The linear velocity of the avatar.
- * @property {Vec3} angularVelocity - The angular velocity of the avatar.
- *
- * @property {Uuid} sessionUUID - The avatar's session ID.
- * @property {string} displayName - The avatar's display name.
- * @property {string} sessionDisplayName - The avatar's display name, sanitized and versioned, as defined by the avatar mixer.
- * It is unique among all avatars present in the domain at the time.
- * @property {boolean} isReplicated - Deprecated: This property is deprecated and will be
- * removed.
- * @property {boolean} lookAtSnappingEnabled - true if the avatar's eyes snap to look at another avatar's eyes
- * when the other avatar is in the line of sight and also has lookAtSnappingEnabled == true .
- *
- * @property {string} skeletonModelURL - The avatar's FST file.
- * @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.
- * Deprecated: This property is deprecated and will be removed. Use avatar entities instead.
- * @property {string[]} jointNames - The list of joints in the current avatar model.
- *
- * @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
- * domain.
- * @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting into
- * the domain.
- *
- * @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
- * avatar's size, orientation, and position in the virtual world.
- * @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the avatar.
- * @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
- * avatar.
- *
- * @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't.
- */
class ScriptAvatarData : public QObject {
Q_OBJECT
@@ -153,16 +106,110 @@ public:
// ATTACHMENT AND JOINT PROPERTIES
//
QString getSkeletonModelURLFromScript() const;
+
+ /**jsdoc
+ * Gets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
+ * laser emanates from the tip of that finger, otherwise it emanates from the palm.
+ * @function ScriptAvatar.getHandState
+ * @returns {HandState|number} The pointing state of the hand, or -1 if the avatar data aren't available.
+ */
Q_INVOKABLE char getHandState() const;
+
+ /**jsdoc
+ * Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getJointRotation
+ * @param {number} index - The index of the joint.
+ * @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
+ * aren't available.
+ */
Q_INVOKABLE glm::quat getJointRotation(int index) const;
+
+ /**jsdoc
+ * Gets the translation of a joint relative to its parent, in model coordinates.
+ * Warning: These coordinates are not necessarily in meters.
+ * For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getJointTranslation
+ * @param {number} index - The index of the joint.
+ * @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
+ * if the avatar data aren't available.
+ */
Q_INVOKABLE glm::vec3 getJointTranslation(int index) const;
+
+ /**jsdoc
+ * Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getJointRotation
+ * @param {string} name - The name of the joint.
+ * @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
+ * aren't available.
+ */
Q_INVOKABLE glm::quat getJointRotation(const QString& name) const;
+
+ /**jsdoc
+ * Gets the translation of a joint relative to its parent, in model coordinates.
+ * Warning: These coordinates are not necessarily in meters.
+ * For information on the joint hierarchy used, see
+ * Avatar Standards.
+ * @function ScriptAvatar.getJointTranslation
+ * @param {number} name - The name of the joint.
+ * @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
+ * if the avatar data aren't available.
+ */
Q_INVOKABLE glm::vec3 getJointTranslation(const QString& name) const;
+
+ /**jsdoc
+ * Gets the rotations of all joints in the avatar. Each joint's rotation is relative to its parent joint.
+ * @function ScriptAvatar.getJointRotations
+ * @returns {Quat[]} The rotations of all joints relative to each's parent, or [] if the avatar data aren't
+ * available. The values are in the same order as the array returned by {@link ScriptAvatar.getJointNames}.
+ */
Q_INVOKABLE QVector getJointRotations() const;
+
+ /**jsdoc
+ * Gets the translations of all joints in the avatar. Each joint's translation is relative to its parent joint, in
+ * model coordinates.
+ * Warning: These coordinates are not necessarily in meters.
+ * @function ScriptAvatar.getJointTranslations
+ * @returns {Vec3[]} The translations of all joints relative to each's parent, in model coordinates, or [] if
+ * the avatar data aren't available. The values are in the same order as the array returned by
+ * {@link ScriptAvatar.getJointNames}.
+ */
Q_INVOKABLE QVector getJointTranslations() const;
+
+ /**jsdoc
+ * Checks that the data for a joint are valid.
+ * @function ScriptAvatar.isJointDataValid
+ * @param {number} index - The index of the joint.
+ * @returns {boolean} true if the joint data are valid, false if not or the avatar data aren't
+ * available.
+ */
Q_INVOKABLE bool isJointDataValid(const QString& name) const;
+
+ /**jsdoc
+ * Gets the joint index for a named joint. The joint index value is the position of the joint in the array returned by
+ * {@linkScriptAvatar.getJointNames}.
+ * @function ScriptAvatar.getJointIndex
+ * @param {string} name - The name of the joint.
+ * @returns {number} The index of the joint if valid and avatar data are available, otherwise -1 .
+ */
Q_INVOKABLE int getJointIndex(const QString& name) const;
+
+ /**jsdoc
+ * Gets the names of all the joints in the avatar.
+ * @function ScriptAvatar.getJointNames
+ * @returns {string[]} The joint names, or [] if the avatar data aren't available.
+ */
Q_INVOKABLE QStringList getJointNames() const;
+
+ /**jsdoc
+ * Gets information about the models currently attached to the avatar.
+ * @function ScriptAvatar.getAttachmentData
+ * @returns {AttachmentData[]} Information about all models attached to the avatar, or [] if the avatar data
+ * aren't available.
+ * @deprecated This function is deprecated and will be removed. Use avatar entities instead.
+ */
Q_INVOKABLE QVector getAttachmentData() const;
#if DEV_BUILD || PR_BUILD
@@ -185,13 +232,54 @@ public:
bool getHasPriority() const;
signals:
+
+ /**jsdoc
+ * Triggered when the avatar's displayName property value changes.
+ * @function ScriptAvatar.displayNameChanged
+ * @returns {Signal}
+ */
void displayNameChanged();
+
+ /**jsdoc
+ * Triggered when the avatar's sessionDisplayName property value changes.
+ * @function ScriptAvatar.sessionDisplayNameChanged
+ * @returns {Signal}
+ */
void sessionDisplayNameChanged();
+
+ /**jsdoc
+ * Triggered when the avatar's model (i.e., skeletonModelURL property value) is changed.
+ * @function ScriptAvatar.skeletonModelURLChanged
+ * @returns {Signal}
+ */
void skeletonModelURLChanged();
+
+ /**jsdoc
+ * Triggered when the avatar's lookAtSnappingEnabled property value changes.
+ * @function ScriptAvatar.lookAtSnappingChanged
+ * @param {boolean} enabled - true if look-at snapping is enabled, false if not.
+ * @returns {Signal}
+ */
void lookAtSnappingChanged(bool enabled);
public slots:
+
+ /**jsdoc
+ * Gets the rotation of a joint relative to the avatar.
+ * @function ScriptAvatar.getAbsoluteJointRotationInObjectFrame
+ * @param {number} index - The index of the joint.
+ * @returns {Quat} The rotation of the joint relative to the avatar, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
+ * aren't available.
+ */
glm::quat getAbsoluteJointRotationInObjectFrame(int index) const;
+
+ /**jsdoc
+ * Gets the translation of a joint relative to the avatar.
+ * @function ScriptAvatar.getAbsoluteJointTranslationInObjectFrame
+ * @param {number} index - The index of the joint.
+ * @returns {Vec3} The translation of the joint relative to the avatar, or {@link Vec3(0)|Vec3.ZERO} if the avatar data
+ * aren't available.
+ */
glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const;
protected:
diff --git a/libraries/controllers/src/controllers/ScriptingInterface.h b/libraries/controllers/src/controllers/ScriptingInterface.h
index 05e246deaa..a1875c7fe8 100644
--- a/libraries/controllers/src/controllers/ScriptingInterface.h
+++ b/libraries/controllers/src/controllers/ScriptingInterface.h
@@ -282,7 +282,7 @@ namespace controller {
* Enables or disables a controller mapping. When enabled, the routes in the mapping have effect.
* @function Controller.enableMapping
* @param {string} mappingName - The name of the mapping.
- * @param {boolean} [[enable=true] - If true then the mapping is enabled, otherwise it is disabled.
+ * @param {boolean} [enable=true] - If true then the mapping is enabled, otherwise it is disabled.
*/
Q_INVOKABLE void enableMapping(const QString& mappingName, bool enable = true);
diff --git a/libraries/input-plugins/src/input-plugins/KeyboardMouseDevice.cpp b/libraries/input-plugins/src/input-plugins/KeyboardMouseDevice.cpp
index b1b8875804..c436a5b510 100755
--- a/libraries/input-plugins/src/input-plugins/KeyboardMouseDevice.cpp
+++ b/libraries/input-plugins/src/input-plugins/KeyboardMouseDevice.cpp
@@ -356,17 +356,17 @@ controller::Input KeyboardMouseDevice::InputDevice::makeInput(KeyboardMouseDevic
* new x-coordinate value. |
*