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