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Doc review
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4 changed files with 104 additions and 95 deletions
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@ -60,65 +60,68 @@ class MyAvatar : public Avatar {
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* change the avatar's position within the domain, or manage the avatar's collisions with other objects.
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*
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* @namespace MyAvatar
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* @property qmlPosition {Vec3} Used as a stopgap for position access by QML, as Vec3 is unavailable outside of scripts.
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* @property shouldRenderLocally {boolean} Set it to true if you would like to see MyAvatar in your local interface,
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* and false if you would not like to see MyAvatar in your local interface.
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* @property motorVelocity {Vec3} Can be used to move the avatar with this velocity.
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* @property motorTimescale {number} Specifies how quickly the avatar should accelerate to meet the motorVelocity,
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* smaller values will result in higher acceleration.
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* @property motorReferenceFrame {string} Reference frame of the motorVelocity, must be one of the following: "avatar",
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* "camera", "world".
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* @property motorMode {string} Type of scripted motor behavior, "simple" = use motorTimescale property (default mode) and
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* "dynamic" = use action motor's timescales.
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* @property collisionSoundURL {string} Specifies the sound to play when the avatar experiences a collision.
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* You can provide a mono or stereo 16-bit WAV file running at either 24 Khz or 48 Khz.
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* The latter is downsampled by the audio mixer, so all audio effectively plays back at a 24 Khz sample rate.
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* 48 Khz RAW files are also supported.
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* @property audioListenerMode {number} When hearing spatialized audio this determines where the listener placed.
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* Should be one of the following values:<br />
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* MyAvatar.audioListenerModeHead - the listener located at the avatar's head.<br />
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* MyAvatar.audioListenerModeCamera - the listener is relative to the camera.<br />
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* MyAvatar.audioListenerModeCustom - the listener is at a custom location specified by the
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* MyAvatar.customListenPosition and MyAvatar.customListenOrientation properties.
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* @property customListenPosition {Vec3} If MyAvatar.audioListenerMode == MyAvatar.audioListenerModeHead, then this
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* determines the position of audio spatialization listener.
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* @property customListenOrientation {Quat} If MyAvatar.audioListenerMode == MyAvatar.audioListenerModeHead, then this
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* determines the orientation of the audio spatialization listener.
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* @property audioListenerModeHead {number} When passed to MyAvatar.audioListenerMode, it will set the audio listener
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* around the avatar's head. <em>Read-only.</em>
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* @property audioListenerModeCamera {number} When passed to MyAvatar.audioListenerMode, it will set the audio listener
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* around the camera. <em>Read-only.</em>
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* @property audioListenerModeCustom {number} When passed to MyAvatar.audioListenerMode, it will set the audio listener
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* around the value specified by MyAvatar.customListenPosition and MyAvatar.customListenOrientation. <em>Read-only.</em>
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* @property leftHandPosition {Vec3} The desired position of the left wrist in avatar space, determined by the hand
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* controllers. Note: only valid if hand controllers are in use. <em>Read-only.</em>
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* @property rightHandPosition {Vec3} The desired position of the right wrist in avatar space, determined by the hand
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* controllers. Note: only valid if hand controllers are in use. <em>Read-only.</em>
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* F@property leftHandTipPosition {Vec3} A position 30 cm offset from MyAvatar.leftHandPosition. <em>Read-only.</em>
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* @property rightHandTipPosition {Vec3} A position 30 cm offset from MyAvatar.rightHandPosition. <em>Read-only.</em>
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* @property leftHandPose {Pose} Returns full pose (translation, orientation, velocity & angularVelocity) of the desired
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* wrist position, determined by the hand controllers. <em>Read-only.</em>
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* @property rightHandPose {Pose} Returns full pose (translation, orientation, velocity & angularVelocity) of the desired
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* wrist position, determined by the hand controllers. <em>Read-only.</em>
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* @property leftHandTipPose {Pose} Returns a pose offset 30 cm from MyAvatar.leftHandPose. <em>Read-only.</em>
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* @property rightHandTipPose {Pose} Returns a pose offset 30 cm from MyAvatar.rightHandPose. <em>Read-only.</em>
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* @property hmdLeanRecenterEnabled {boolean} This can be used disable the hmd lean recenter behavior. This behavior is
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* what causes your avatar to follow your HMD as you walk around the room, in room scale VR. Disabling this is useful
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* if you desire to pin the avatar to a fixed location.
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* @property collisionsEnabled {boolean} This can be used to disable collisions between the avatar and the world.
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* @property {boolean} characterControllerEnabled
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* @property useAdvancedMovementControls {boolean} Stores the user preference only, does not change user mappings, this is
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* done in the default script, "toggleAdvancedMovementForHandControllers.js".
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* @property {number} yawSpeed
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* @property {number} pitchSpeed
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* @property hmdRollControlEnabled {boolean} When enabled the roll angle of your HMD will turn your avatar while flying.
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* @property hmdRollControlDeadZone {number} If hmdRollControlEnabled is true, this value can be used to tune what roll
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* angle is required to begin turning. This angle is specified in degrees.
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* @property {Vec3} qmlPosition - A synonym for <code>position</code> for use by QML.
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* @property {boolean} shouldRenderLocally=true - If <code>true</code> then your avatar is rendered for you in Interface,
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* otherwise it is not rendered for you (but it is still rendered for other users).
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* @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor.
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* @property {number} motorTimescale=1000000 - The timescale for the scripted motor to achieve the target
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* <code>motorVelocity</code> avatar velocity. Smaller values result in higher acceleration.
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* @property {string} motorReferenceFrame="camera" - Reference frame of the <code>motorVelocity</code>. Must be one of the
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* following: <code>"camera"</code>, <code>"avatar"</code>, and <code>"world"</code>.
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* @property {string} motorMode="simple" - The Type of scripted motor behavior: <code>"simple"</code> to use the
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* <code>motorTimescale</code> time scale; <code>"dynamic"</code> to use character controller timescales.
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* @property {string} collisionSoundURL="Body_Hits_Impact.wav" - The sound that's played when the avatar experiences a
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* collision. It can be a mono or stereo 16-bit WAV file running at either 24kHz or 48kHz. The latter is down-sampled
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* by the audio mixer, so all audio effectively plays back at a 24khz. 48kHz RAW files are also supported.
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* @property {number} audioListenerMode=0 - Specifies the listening position when hearing spatialized audio. Must be one
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* of the following property values:<br />
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* <code>audioListenerModeHead</code><br />
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* <code>audioListenerModeCamera</code><br />
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* <code>audioListenerModeCustom</code>
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* @property {number} audioListenerModeHead=0 - The audio listening position is at the avatar's head. <em>Read-only.</em>
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* @property {number} audioListenerModeCamera=1 - The audio listening position is at the camera. <em>Read-only.</em>
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* @property {number} audioListenerModeCustom=2 - The audio listening position is at a the position specified by set by the
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* <code>customListenPosition</code> and <code>customListenOrientation</code> property values. <em>Read-only.</em>
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* @property {Vec3} customListenPosition=Vec3.ZERO - The listening position used when the <code>audioListenerMode</code>
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* property value is <code>audioListenerModeCustom</code>.
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* @property {Quat} customListenOrientation=Quat.IDENTITY - The listening orientation used when the
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* <code>audioListenerMode</code> property value is <code>audioListenerModeCustom</code>.
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* @property {Vec3} leftHandPosition - The position of the left hand in avatar coordinates if it's being positioned by
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} rightHandPosition - The position of the right hand in avatar coordinates if it's being positioned by
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} leftHandTipPosition - The position 30cm offset from the left hand in avatar coordinates if it's being
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} rightHandTipPosition - The position 30cm offset from the right hand in avatar coordinates if it's being
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Pose} leftHandPose - The pose of the left hand as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} rightHandPose - The pose right hand position as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} leftHandTipPose - The pose of the left hand as determined by the hand controllers, with the position
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* by 30cm. <em>Read-only.</em>
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* @property {Pose} rightHandTipPose - The pose of the right hand as determined by the hand controllers, with the position
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* by 30cm. <em>Read-only.</em>
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* @property {boolean} hmdLeanRecenterEnabled=true - If <code>true</code> then the avatar is re-centered to be under the
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* head's position. In room-scale VR, this behavior is what causes your avatar to follow your HMD as you walk around
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* the room. Setting the value <code>false</code> is useful if you want to pin the avatar to a fixed position.
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* @property {boolean} collisionsEnabled - Set to <code>true</code> to enable collisions for the avatar, <code>false</code>
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* to disable collisions. May return <code>true</code> even though the value was set <code>false</code> because the
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* zone may disallow collisionless avatars.
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* @property {boolean} characterControllerEnabled - Synonym of <code>collisionsEnabled</code>.
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* <strong>Deprecated:</strong> Use <code>collisionsEnabled</code> instead.
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* @property {boolean} useAdvancedMovementControls - Returns the value of the Interface setting, Settings > Advanced
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* Movement for Hand Controller. Note: Setting the value has no effect unless Interface is restarted.
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* @property {number} yawSpeed=75
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* @property {number} pitchSpeed=50
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* @property {boolean} hmdRollControlEnabled=true - If <code>true</code>, the roll angle of your HMD turns your avatar
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* while flying.
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* @property {number} hmdRollControlDeadZone=8 - The amount of HMD roll, in degrees, required before your avatar turns if
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* <code>hmdRollControlEnabled</code> is enabled.
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* @property hmdRollControlRate {number} If hmdRollControlEnabled is true, this value determines the maximum turn rate of
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* your avatar when rolling your HMD in degrees per second.
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* @property userHeight {number} The height of the user in sensor space.
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* @property userEyeHeight {number} Estimated height of the users eyes in sensor space.
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* @property SELF_ID {Uuid} UUID representing "my avatar". Only use for local-only entities and overlays in situations
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* @property {number} userHeight=1.75 - The height of the user in sensor space.
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* @property {number} userEyeHeight=1.65 - The estimated height of the user's eyes in sensor space. <em>Read-only.</em>
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* @property {Uuid} SELF_ID - UUID representing "my avatar". Only use for local-only entities and overlays in situations
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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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* @property {number} walkSpeed
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@ -319,12 +322,12 @@ public:
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* The avatar animation system includes a set of default animations along with rules for how those animations are blended
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* together with procedural data (such as look at vectors, hand sensors etc.). overrideAnimation() is used to completely
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* override all motion from the default animation system (including inverse kinematics for hand and head controllers) and
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* play a specified animation. To end this animation and restore the default animations, use
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* play a set of specified animations. To end these animations and restore the default animations, use
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* {@link MyAvatar.restoreAnimation}.<br />
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* <p>Note: When using pre-built animation data, it's critical that the joint orientation of the source animation and target
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* rig are equivalent, since the animation data applies absolute values onto the joints. If the orientations are different,
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* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see the
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* General Rigging Concepts section in <a href="https://wiki.highfidelity.com/wiki/Create_avatars">Creating Avatars</a>.</p>
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* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
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* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.</p>
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* @function MyAvatar.overrideAnimation
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* @param url {string} The URL to the animation file. Animation files need to be .FBX format, but only need to contain the
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* avatar skeleton and animation data.
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* For each role, the avatar-animation.json defines when the animation is used, the animation clip (.FBX) used, and how animations are blended
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* together with procedural data (such as look at vectors, hand sensors etc.).
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* overrideRoleAnimation() is used to change the animation clip (.FBX) associated with a specified animation role. To end
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* the animation and restore the default animations, use {@link MyAvatar.restoreRoleAnimation}.<br />
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* the animations and restore the default animations, use {@link MyAvatar.restoreRoleAnimation}.<br />
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* <p>Note: Hand roles only affect the hand. Other 'main' roles, like 'idleStand', 'idleTalk', 'takeoffStand' are full body.</p>
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* <p>Note: When using pre-built animation data, it's critical that the joint orientation of the source animation and target
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* rig are equivalent, since the animation data applies absolute values onto the joints. If the orientations are different,
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* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see the
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* General Rigging Concepts section in <a href="https://wiki.highfidelity.com/wiki/Create_avatars">Creating Avatars</a>.</p>
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* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
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* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
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* @function MyAvatar.overrideRoleAnimation
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* @param role {string} The animation role to override
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* @param url {string} The URL to the animation file. Animation files need to be .FBX format, but only need to contain the avatar skeleton and animation data.
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@ -538,29 +541,26 @@ public:
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/**jsdoc
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*The triggerVerticalRecenter function activates one time the recentering
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*behaviour in the vertical direction. This call is only takes effect when the property
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*MyAvatar.hmdLeanRecenterEnabled is set to false.
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*@function MyAvatar.triggerVerticalRecenter
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*/
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* Recenter the avatar in the vertical direction, if <code>{@link MyAvatar|MyAvatar.hmdLeanRecenterEnabled}</code> is
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* <code>false</code>.
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* @function MyAvatar.triggerVerticalRecenter
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*/
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Q_INVOKABLE void triggerVerticalRecenter();
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/**jsdoc
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*The triggerHorizontalRecenter function activates one time the recentering behaviour
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*in the horizontal direction. This call is only takes effect when the property
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*MyAvatar.hmdLeanRecenterEnabled is set to false.
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*@function MyAvatar.triggerHorizontalRecenter
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*/
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* Recenter the avatar in the horizontal direction, if <code>{@link MyAvatar|MyAvatar.hmdLeanRecenterEnabled}</code> is
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* <code>false</code>.
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* @ function MyAvatar.triggerHorizontalRecenter
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*/
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Q_INVOKABLE void triggerHorizontalRecenter();
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/**jsdoc
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*The triggerRotationRecenter function activates one time the recentering behaviour
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*in the rotation of the root of the avatar. This call is only takes effect when the property
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*MyAvatar.hmdLeanRecenterEnabled is set to false.
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*@function MyAvatar.triggerRotationRecenter
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*/
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* Recenter the avatar's rotation, if <code>{@link MyAvatar|MyAvatar.hmdLeanRecenterEnabled}</code> is <code>false</code>.
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* @function MyAvatar.triggerRotationRecenter
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*/
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Q_INVOKABLE void triggerRotationRecenter();
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eyeContactTarget getEyeContactTarget();
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const MyHead* getMyHead() const;
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@ -624,24 +624,24 @@ public:
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/**jsdoc
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* Get the position of the avatar's left hand as it is controlled by a hand controller (e.g., Oculus Touch or Vive).<br />
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* Get the position of the avatar's left hand as positioned by a hand controller (e.g., Oculus Touch or Vive).<br />
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* <p>Note: The Leap Motion isn't part of the hand controller input system. (Instead, it manipulates the avatar's joints
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* for hand animation.) If you are using the Leap Motion, the return value's <code>valid</code> property will be
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* <code>false</code> and any pose values returned will not be meaningful.</p>
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* for hand animation.)</p>
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* @function MyAvatar.getLeftHandPosition
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* @returns {Vec3} The position of the left hand in avatar coordinates.
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* @returns {Vec3} The position of the left hand in avatar coordinates if positioned by a hand controller, otherwise
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* <code>{@link Vec3(0)|Vec3.ZERO}</code>.
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* @example <caption>Report the position of your left hand relative to your avatar.</caption>
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* print(JSON.stringify(MyAvatar.getLeftHandPosition()));
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*/
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Q_INVOKABLE glm::vec3 getLeftHandPosition() const;
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/**jsdoc
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* Get the position of the avatar's right hand as it is controlled by a hand controller (e.g., Oculus Touch or Vive).<br />
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* Get the position of the avatar's right hand as positioned by a hand controller (e.g., Oculus Touch or Vive).<br />
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* <p>Note: The Leap Motion isn't part of the hand controller input system. (Instead, it manipulates the avatar's joints
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* for hand animation.) If you are using the Leap Motion, the return value's <code>valid</code> property will be
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* <code>false</code> and any pose values returned will not be meaningful.</p>
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* for hand animation.)</p>
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* @function MyAvatar.getRightHandPosition
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* @returns {Vec3} The position of the right hand in avatar coordinates.
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* @returns {Vec3} The position of the right hand in avatar coordinates if positioned by a hand controller, otherwise
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* <code>{@link Vec3(0)|Vec3.ZERO}</code>.
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* @example <caption>Report the position of your right hand relative to your avatar.</caption>
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* print(JSON.stringify(MyAvatar.getLeftHandPosition()));
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*/
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/**jsdoc
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* Get the pose (position, rotation, velocity, and angular velocity) of the avatar's left hand as it is controlled by a
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* Get the pose (position, rotation, velocity, and angular velocity) of the avatar's left hand as positioned by a
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* hand controller (e.g., Oculus Touch or Vive).<br />
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* <p>Note: The Leap Motion isn't part of the hand controller input system. (Instead, it manipulates the avatar's joints
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* for hand animation.) If you are using the Leap Motion, the return value's <code>valid</code> property will be
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Q_INVOKABLE controller::Pose getLeftHandPose() const;
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/**jsdoc
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* Get the pose (position, rotation, velocity, and angular velocity) of the avatar's left hand as it is controlled by a
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* Get the pose (position, rotation, velocity, and angular velocity) of the avatar's left hand as positioned by a
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* hand controller (e.g., Oculus Touch or Vive).<br />
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* <p>Note: The Leap Motion isn't part of the hand controller input system. (Instead, it manipulates the avatar's joints
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* for hand animation.) If you are using the Leap Motion, the return value's <code>valid</code> property will be
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* @returns {string} The full avatar model name.
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* @example <caption>Report the current full avatar model name.</caption>
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* print(MyAvatar.getFullAvatarModelName());
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* // For example: being_of_light
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*/
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Q_INVOKABLE QString getFullAvatarModelName() const { return _fullAvatarModelName; }
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* @function MyAvatar.collisionWithEntity
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* @param {Collision} collision
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* @returns {Signal}
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* @example <caption>Report each time your aatar collides with an entity.</caption>
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* @example <caption>Report each time your avatar collides with an entity.</caption>
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* MyAvatar.collisionWithEntity.connect(function (collision) {
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* print("Your avatar collided with an entity.");
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* });
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* @function MyAvatar.positionGoneTo
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* @returns {Signal}
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*/
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// FIXME: Better name would be goneToLocation().
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void positionGoneTo();
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/**jsdoc
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@ -57,7 +57,7 @@ using AvatarPhysicsCallback = std::function<void(uint32_t)>;
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class Avatar : public AvatarData, public scriptable::ModelProvider {
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Q_OBJECT
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// This property has JSDoc in MyAvatart.h.
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// This property has JSDoc in MyAvatar.h.
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Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
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public:
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@ -641,7 +641,7 @@ public:
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/**jsdoc
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* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
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* <a href="https://wiki.highfidelity.com/wiki/Create_avatars">avatar standards</a>.
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* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
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* @function MyAvatar.getJointRotation
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* @param {number} index - The index of the joint.
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* @returns {Quat} The rotation of the joint relative to its parent.
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@ -650,7 +650,7 @@ public:
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/**jsdoc
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* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
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* <a href="https://wiki.highfidelity.com/wiki/Create_avatars">avatar standards</a>.
|
||||
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
|
||||
* @function MyAvatar.getJointTranslation
|
||||
* @param {number} index - The index of the joint.
|
||||
* @returns {Vec3} The translation of the joint relative to its parent.
|
||||
|
@ -753,7 +753,7 @@ public:
|
|||
|
||||
/**jsdoc
|
||||
* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
|
||||
* <a href="https://wiki.highfidelity.com/wiki/Create_avatars">avatar standards</a>.
|
||||
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
|
||||
* @function MyAvatar.getJointRotation
|
||||
* @param {string} name - The name of the joint.
|
||||
* @returns {Quat} The rotation of the joint relative to its parent.
|
||||
|
@ -764,7 +764,7 @@ public:
|
|||
|
||||
/**jsdoc
|
||||
* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
|
||||
* <a href="https://wiki.highfidelity.com/wiki/Create_avatars">avatar standards</a>.
|
||||
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
|
||||
* @function MyAvatar.getJointTranslation
|
||||
* @param {number} name - The name of the joint.
|
||||
* @returns {Vec3} The translation of the joint relative to its parent.
|
||||
|
@ -886,12 +886,14 @@ public:
|
|||
* @function MyAvatar.getAttachmentsVariant
|
||||
* @returns {object}
|
||||
*/
|
||||
// FIXME: Can this name be improved? Can it be deprecated?
|
||||
Q_INVOKABLE QVariantList getAttachmentsVariant() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.setAttachmentsVariant
|
||||
* @param {object} variant
|
||||
*/
|
||||
// FIXME: Can this name be improved? Can it be deprecated?
|
||||
Q_INVOKABLE void setAttachmentsVariant(const QVariantList& variant);
|
||||
|
||||
|
||||
|
@ -1155,27 +1157,32 @@ signals:
|
|||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.displayNameChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void displayNameChanged();
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.sessionDisplayNameChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void sessionDisplayNameChanged();
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.skeletonModelURLChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void skeletonModelURLChanged();
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.lookAtSnappingChanged
|
||||
* @param {boolean} enabled
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void lookAtSnappingChanged(bool enabled);
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.sessionUUIDChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void sessionUUIDChanged();
|
||||
|
||||
|
|
|
@ -131,12 +131,14 @@ public slots:
|
|||
/**jsdoc
|
||||
* @function Recording.setPlayerUseHeadModel
|
||||
* @param {boolean} useHeadModel
|
||||
* @todo <strong>Note:</strong> This function currently has no effect.
|
||||
*/
|
||||
void setPlayerUseHeadModel(bool useHeadModel);
|
||||
|
||||
/**jsdoc
|
||||
* @function Recording.setPlayerUseSkeletonModel
|
||||
* @param {boolean} useSkeletonModel
|
||||
* @todo <strong>Note:</strong> This function currently doesn't work.
|
||||
*/
|
||||
void setPlayerUseSkeletonModel(bool useSkeletonModel);
|
||||
|
||||
|
|
Loading…
Reference in a new issue