mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
Update MyAvatar, Avatar JSDoc per recent changes
This commit is contained in:
parent
993fcea844
commit
231d1373b6
3 changed files with 68 additions and 29 deletions
|
@ -74,7 +74,8 @@
|
|||
* avatar. <em>Read-only.</em>
|
||||
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
|
||||
* size in the virtual world. <em>Read-only.</em>
|
||||
* @property {boolean} hasPriority - is the avatar in a Hero zone? <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>
|
||||
*
|
||||
* @example <caption>Create a scriptable avatar.</caption>
|
||||
* (function () {
|
||||
|
@ -138,6 +139,9 @@ public:
|
|||
/// Returns the index of the joint with the specified name, or -1 if not found/unknown.
|
||||
Q_INVOKABLE virtual int getJointIndex(const QString& name) const override;
|
||||
|
||||
/**jsdoc
|
||||
* @comment Uses the base class's JSDoc.
|
||||
*/
|
||||
Q_INVOKABLE virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
|
||||
|
||||
/**jsdoc
|
||||
|
|
|
@ -39,6 +39,23 @@ class ModelItemID;
|
|||
class MyHead;
|
||||
class DetailedMotionState;
|
||||
|
||||
/**jsdoc
|
||||
* <p>Locomotion control types.</p>
|
||||
* <table>
|
||||
* <thead>
|
||||
* <tr><th>Value</th><th>Name</th><th>Description</th></tr>
|
||||
* </thead>
|
||||
* <tbody>
|
||||
* <tr><td><code>0</code></td><td>Default</td><td>Your walking speed is constant; it doesn't change depending on how far
|
||||
* forward you push your controller's joystick. Fully pushing your joystick forward makes your avatar run.</td></tr>
|
||||
* <tr><td><code>1</code></td><td>Analog</td><td>Your walking speed changes in steps based on how far forward you push your
|
||||
* controller's joystick. Fully pushing your joystick forward makes your avatar run.</td></tr>
|
||||
* <tr><td><code>2</code></td><td>AnalogPlus</td><td>Your walking speed changes proportionally to how far forward you push
|
||||
* your controller's joystick. Fully pushing your joystick forward makes your avatar run.</td></tr>
|
||||
* </tbody>
|
||||
* </table>
|
||||
* @typedef {number} MyAvatar.LocomotionControlsMode
|
||||
*/
|
||||
enum LocomotionControlsMode {
|
||||
CONTROLS_DEFAULT = 0,
|
||||
CONTROLS_ANALOG,
|
||||
|
@ -128,6 +145,8 @@ class MyAvatar : public Avatar {
|
|||
* avatar. <em>Read-only.</em>
|
||||
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
|
||||
* 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>
|
||||
*
|
||||
* @comment IMPORTANT: This group of properties is copied from Avatar.h; they should NOT be edited here.
|
||||
* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
|
||||
|
@ -239,9 +258,14 @@ class MyAvatar : public Avatar {
|
|||
* where MyAvatar.sessionUUID is not available (e.g., if not connected to a domain). Note: Likely to be deprecated.
|
||||
* <em>Read-only.</em>
|
||||
*
|
||||
* @property {number} walkSpeed - The walk speed of your avatar.
|
||||
* @property {number} walkBackwardSpeed - The walk backward speed of your avatar.
|
||||
* @property {number} sprintSpeed - The sprint speed of your avatar.
|
||||
* @property {number} walkSpeed - The walk speed of your avatar for the current control scheme (see
|
||||
* {@link MyAvatar.getControlScheme|getControlScheme}).
|
||||
* @property {number} walkBackwardSpeed - The walk backward speed of your avatar for the current control scheme (see
|
||||
* {@link MyAvatar.getControlScheme|getControlScheme}).
|
||||
* @property {number} sprintSpeed - The sprint (run) speed of your avatar for the current control scheme (see
|
||||
* {@link MyAvatar.getControlScheme|getControlScheme}).
|
||||
* @property {number} analogPlusWalkSpeed - The walk speed of your avatar for the "AnalogPlus" control scheme.
|
||||
* @property {number} analogPlusSprintSpeed - The sprint speed of your avatar for the "AnalogPlus" control scheme.
|
||||
* @property {MyAvatar.SitStandModelType} userRecenterModel - Controls avatar leaning and recentering behavior.
|
||||
* @property {number} isInSittingState - <code>true</code> if your avatar is sitting (avatar leaning is disabled,
|
||||
* recenntering is enabled), <code>false</code> if it is standing (avatar leaning is enabled, and avatar recenters if it
|
||||
|
@ -281,6 +305,7 @@ class MyAvatar : public Avatar {
|
|||
* @borrows Avatar.updateAvatarEntity as updateAvatarEntity
|
||||
* @borrows Avatar.clearAvatarEntity as clearAvatarEntity
|
||||
* @borrows Avatar.setForceFaceTrackerConnected as setForceFaceTrackerConnected
|
||||
* @borrows Avatar.setSkeletonModelURL as setSkeletonModelURL
|
||||
* @borrows Avatar.getAttachmentData as getAttachmentData
|
||||
* @borrows Avatar.setAttachmentData as setAttachmentData
|
||||
* @borrows Avatar.attach as attach
|
||||
|
@ -308,7 +333,6 @@ class MyAvatar : public Avatar {
|
|||
* @comment Avatar.setAbsoluteJointTranslationInObjectFrame as setAbsoluteJointTranslationInObjectFrame - Don't borrow because implementation is different.
|
||||
* @borrows Avatar.getTargetScale as getTargetScale
|
||||
* @borrows Avatar.resetLastSent as resetLastSent
|
||||
* @borrows Avatar.hasPriority as hasPriority
|
||||
*/
|
||||
// FIXME: `glm::vec3 position` is not accessible from QML, so this exposes position in a QML-native type
|
||||
Q_PROPERTY(QVector3D qmlPosition READ getQmlPosition)
|
||||
|
@ -789,26 +813,34 @@ public:
|
|||
*/
|
||||
Q_INVOKABLE void setSnapTurn(bool on) { _useSnapTurn = on; }
|
||||
|
||||
/**
|
||||
/**jsdoc
|
||||
* Gets the control scheme that is in use.
|
||||
* @function MyAvatar.getControlScheme
|
||||
* @returns {number}
|
||||
*/
|
||||
* @returns {MyAvatar.LocomotionControlsMode} The control scheme that is in use.
|
||||
*/
|
||||
Q_INVOKABLE int getControlScheme() const { return _controlSchemeIndex; }
|
||||
|
||||
/**
|
||||
/**jsdoc
|
||||
* Sets the control scheme to use.
|
||||
* @function MyAvatar.setControlScheme
|
||||
* @param {number} index
|
||||
*/
|
||||
* @param {MyAvatar.LocomotionControlsMode} controlScheme - The control scheme to use.
|
||||
*/
|
||||
Q_INVOKABLE void setControlScheme(int index) { _controlSchemeIndex = (index >= 0 && index <= 2) ? index : 0; }
|
||||
|
||||
/**jsdoc
|
||||
* Gets whether your avatar hovers when its feet are not on the ground.
|
||||
* @function MyAvatar.hoverWhenUnsupported
|
||||
* @returns {boolean}
|
||||
* @returns {boolean} <code>true</code> if your avatar hovers when its feet are not on the ground, <code>false</code> if it
|
||||
* falls.
|
||||
*/
|
||||
// FIXME: Should be named, getHoverWhenUnsupported().
|
||||
Q_INVOKABLE bool hoverWhenUnsupported() const { return _hoverWhenUnsupported; }
|
||||
|
||||
/**jsdoc
|
||||
* Sets whether your avatar hovers when its feet are not on the ground.
|
||||
* @function MyAvatar.setHoverWhenUnsupported
|
||||
* @param {boolean} on
|
||||
* @param {boolean} hover - <code>true</code> if your avatar hovers when its feet are not on the ground, <code>false</code>
|
||||
* if it falls.
|
||||
*/
|
||||
Q_INVOKABLE void setHoverWhenUnsupported(bool on) { _hoverWhenUnsupported = on; }
|
||||
|
||||
|
@ -826,15 +858,19 @@ public:
|
|||
* @returns {string} <code>"left"</code> for the left hand, <code>"right"</code> for the right hand.
|
||||
*/
|
||||
Q_INVOKABLE QString getDominantHand() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAVatar.setStrafeEnabled
|
||||
* @param {bool} enabled
|
||||
*/
|
||||
* Sets whether strafing is enabled.
|
||||
* @function MyAvatar.setStrafeEnabled
|
||||
* @param {boolean} enabled - <code>true</code> if strafing is enabled, <code>false</code> if it isn't.
|
||||
*/
|
||||
Q_INVOKABLE void setStrafeEnabled(bool enabled);
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.getStrafeEnabled
|
||||
* @returns {bool}
|
||||
*/
|
||||
* Gets whether strafing is enabled.
|
||||
* @function MyAvatar.getStrafeEnabled
|
||||
* @returns {boolean} <code>true</code> if strafing is enabled, <code>false</code> if it isn't.
|
||||
*/
|
||||
Q_INVOKABLE bool getStrafeEnabled() const;
|
||||
/**jsdoc
|
||||
* @function MyAvatar.setHmdAvatarAlignmentType
|
||||
|
@ -1495,18 +1531,8 @@ public:
|
|||
*/
|
||||
Q_INVOKABLE float getDriveGear5();
|
||||
|
||||
/**jsdoc
|
||||
* Choose the control scheme.
|
||||
* @function MyAvatar.setControlSchemeIndex
|
||||
* @param {number} Choose the control scheme to be used.
|
||||
*/
|
||||
void setControlSchemeIndex(int index);
|
||||
|
||||
/**jsdoc
|
||||
* Check what control scheme is in use.
|
||||
* @function MyAvatar.getControlSchemeIndex
|
||||
* @returns {number} Returns the index associated with a given control scheme.
|
||||
*/
|
||||
int getControlSchemeIndex();
|
||||
|
||||
/**jsdoc
|
||||
|
@ -2409,6 +2435,9 @@ private:
|
|||
void updateEyeContactTarget(float deltaTime);
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
/**jsdoc
|
||||
* @comment Borrows the base class's JSDoc.
|
||||
*/
|
||||
Q_INVOKABLE virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
|
||||
|
||||
virtual void updatePalms() override {}
|
||||
|
|
|
@ -1211,6 +1211,12 @@ public:
|
|||
const QString& getDisplayName() const { return _displayName; }
|
||||
const QString& getSessionDisplayName() const { return _sessionDisplayName; }
|
||||
bool getLookAtSnappingEnabled() const { return _lookAtSnappingEnabled; }
|
||||
|
||||
/**jsdoc
|
||||
* Sets the avatar's skeleton model.
|
||||
* @function Avatar.setSkeletonModelURL
|
||||
* @param {string} url - The avatar's FST file.
|
||||
*/
|
||||
Q_INVOKABLE virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
|
||||
virtual void setDisplayName(const QString& displayName);
|
||||
|
|
Loading…
Reference in a new issue