Fix JSDoc for miscellaneous white space issues

This commit is contained in:
David Rowe 2019-09-20 08:17:24 +12:00
parent 78b7c04457
commit d5e08d19e3
23 changed files with 135 additions and 131 deletions

View file

@ -2479,7 +2479,7 @@ void MyAvatar::clearWornAvatarEntities() {
}
/**jsdoc
* Information about an avatar entity.
* <p>Information about an avatar entity.</p>
* <table>
* <thead>
* <tr><th>Property</th><th>Type</th><th>Description</th></tr>

View file

@ -180,8 +180,8 @@ class MyAvatar : public Avatar {
* property value is <code>audioListenerModeCustom</code>.
* @property {Quat} customListenOrientation=Quat.IDENTITY - The listening orientation used when the
* <code>audioListenerMode</code> property value is <code>audioListenerModeCustom</code>.
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> to transmit blendshapes over the network.<br />
* <strong>Note:</strong> Currently doesn't work. Use {@link MyAvatar.setForceFaceTrackerConnected} instead.
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> to transmit blendshapes over the network.
* <p><strong>Note:</strong> Currently doesn't work. Use {@link MyAvatar.setForceFaceTrackerConnected} instead.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if procedural blinking is turned on.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if procedural eye movement is turned on.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> to move the mouth blendshapes with voice audio
@ -239,8 +239,8 @@ class MyAvatar : public Avatar {
* @property {boolean} useAdvancedMovementControls - Returns and sets the value of the Interface setting, Settings >
* Controls > Walking. Note: Setting the value has no effect unless Interface is restarted.
* @property {boolean} showPlayArea - Returns and sets the value of the Interface setting, Settings > Controls > Show room
* boundaries while teleporting.<br />
* <strong>Note:</strong> Setting the value has no effect unless Interface is restarted.
* boundaries while teleporting.
* <p><strong>Note:</strong> Setting the value has no effect unless Interface is restarted.</p>
*
* @property {number} yawSpeed=75 - The mouse X sensitivity value in Settings > General. <em>Read-only.</em>
* @property {number} pitchSpeed=50 - The mouse Y sensitivity value in Settings > General. <em>Read-only.</em>
@ -488,9 +488,10 @@ public:
* <tr><td><code>2</code></td><td>Auto</td><td>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
* when the user is standing (i.e., avatar leans, then if leans too far it recenters).</td></tr>
* <tr><td><code>3</code></td><td>DisableHMDLean</td><td>Both avatar leaning and recentering are disabled regardless of
* <tr><td><code>3</code></td><td>DisableHMDLean</td><td><p>Both avatar leaning and recentering are disabled regardless of
* what the user is doing in the real world and no matter what their avatar is doing in the virtual world. Enables
* the avatar to sit on the floor when the user sits on the floor.<br /><strong>Note:</strong> Experimental.</td></tr>
* the avatar to sit on the floor when the user sits on the floor.</p>
* <p><strong>Note:</strong> Experimental.</p></td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.SitStandModelType

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@ -83,12 +83,12 @@ PickFilter getPickFilter(unsigned int filter) {
* means no maximum.
* @property {Uuid} [parentID] - The ID of the parent: an avatar, an entity, or another pick.
* @property {number} [parentJointIndex=0] - The joint of the parent to parent to, for example, an avatar joint.
* A value of <code>0</code> means no joint.<br />
* <em>Used only if <code>parentID</code> is specified.</em>
* A value of <code>0</code> means no joint.
* <p><em>Used only if <code>parentID</code> is specified.</em></p>
* @property {string} [joint] - <code>"Mouse"</code> parents the pick to the mouse; <code>"Avatar"</code> parents the pick to
* the user's avatar head; a joint name parents to the joint in the user's avatar; otherwise, the pick is "static", not
* parented to anything.<br />
* <em>Used only if <code>parentID</code> is not specified.</em>
* parented to anything.
* <p><em>Used only if <code>parentID</code> is not specified.</em></p>
* @property {Vec3} [position=Vec3.ZERO] - The offset of the ray origin from its parent if parented, otherwise the ray origin
* in world coordinates.
* @property {Vec3} [posOffset] - Synonym for <code>position</code>.
@ -217,12 +217,12 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildStylusPick(const QVarian
* means no maximum.
* @property {Uuid} [parentID] - The ID of the parent: an avatar, an entity, or another pick.
* @property {number} [parentJointIndex=0] - The joint of the parent to parent to, for example, an avatar joint.
* A value of <code>0</code> means no joint.<br />
* <em>Used only if <code>parentID</code> is specified.</em>
* A value of <code>0</code> means no joint.
* <p><em>Used only if <code>parentID</code> is specified.</em></p>
* @property {string} [joint] - <code>"Mouse"</code> parents the pick to the mouse; <code>"Avatar"</code> parents the pick to
* the user's avatar head; a joint name parents to the joint in the user's avatar; otherwise, the pick is "static", not
* parented to anything.
* <em>Used only if <code>parentID</code> is not specified.</em>
* <p><em>Used only if <code>parentID</code> is not specified.</em></p>
* @property {Vec3} [position=Vec3.ZERO] - The offset of the parabola origin from its parent if parented, otherwise the
* parabola origin in world coordinates.
* @property {Vec3} [posOffset] - Synonym for <code>position</code>.
@ -327,12 +327,12 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildParabolaPick(const QVari
* means no maximum.
* @property {Uuid} [parentID] - The ID of the parent: an avatar, an entity, or another pick.
* @property {number} [parentJointIndex=0] - The joint of the parent to parent to, for example, an avatar joint.
* A value of <code>0</code> means no joint.<br />
* <em>Used only if <code>parentID</code> is specified.</em>
* A value of <code>0</code> means no joint.
* <p><em>Used only if <code>parentID</code> is specified.</em></p>
* @property {string} [joint] - <code>"Mouse"</code> parents the pick to the mouse; <code>"Avatar"</code> parents the pick to
* the user's avatar head; a joint name parents to the joint in the user's avatar; otherwise, the pick is "static", not
* parented to anything.<br />
* <em>Used only if <code>parentID</code> is not specified.</em>
* parented to anything.
* <p><em>Used only if <code>parentID</code> is not specified.</em></p>
* @property {boolean} [scaleWithParent=true] - <code>true</code> to scale the pick's dimensions and threshold according to the
* scale of the parent.
*

View file

@ -216,25 +216,25 @@ class ScriptEngine;
*
* @property {Controller.Actions} Actions - Predefined actions on Interface and the user's avatar. These can be used as end
* points in a {@link RouteObject} mapping. A synonym for <code>Controller.Hardware.Actions</code>.
* <em>Read-only.</em><br /><br />
* Default mappings are provided from the <code>Controller.Hardware.Keyboard</code> and <code>Controller.Standard</code> to
* actions in
* <em>Read-only.</em>
* <p>Default mappings are provided from the <code>Controller.Hardware.Keyboard</code> and <code>Controller.Standard</code>
* to actions in
* <a href="https://github.com/highfidelity/hifi/blob/master/interface/resources/controllers/keyboardMouse.json">
* keyboardMouse.json</a> and
* <a href="https://github.com/highfidelity/hifi/blob/master/interface/resources/controllers/standard.json">
* standard.json</a>, respectively.
* standard.json</a>, respectively.</p>
*
* @property {Controller.Hardware} Hardware - Standard and hardware-specific controller and computer outputs, plus predefined
* actions on Interface and the user's avatar. The outputs can be mapped to <code>Actions</code> or functions in a
* {@link RouteObject} mapping. Additionally, hardware-specific controller outputs can be mapped to <code>Standard</code>
* controller outputs. <em>Read-only.</em>
* {@link RouteObject} mapping. Additionally, hardware-specific controller outputs can be mapped to
* <code>Controller.Standard</code> controller outputs. <em>Read-only.</em>
*
* @property {Controller.Standard} Standard - Standard controller outputs that can be mapped to <code>Actions</code> or
* functions in a {@link RouteObject} mapping. <em>Read-only.</em><br /><br />
* Each hardware device has a mapping from its outputs to <code>Controller.Standard</code> items, specified in a JSON file.
* functions in a {@link RouteObject} mapping. <em>Read-only.</em>
* <p>Each hardware device has a mapping from its outputs to <code>Controller.Standard</code> items, specified in a JSON file.
* For example, <a href="https://github.com/highfidelity/hifi/blob/master/interface/resources/controllers/leapmotion.json">
* leapmotion.json</a> and
* <a href="https://github.com/highfidelity/hifi/blob/master/interface/resources/controllers/vive.json">vive.json</a>.
* <a href="https://github.com/highfidelity/hifi/blob/master/interface/resources/controllers/vive.json">vive.json</a>.</p>
*/
/// handles scripting of input controller commands from JS

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@ -31,7 +31,7 @@
* @property {InteractiveWindow.DockArea} RIGHT - Dock to the right edge of the Interface window.
*/
/**jsdoc
* A docking location of an <code>InteractiveWindow</code>.
* <p>A docking location of an <code>InteractiveWindow</code>.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</th><th>Description</th></tr>
@ -73,7 +73,7 @@ int DesktopScriptingInterface::getHeight() {
* own separate window.
*/
/**jsdoc
* A display mode for an <code>InteractiveWindow</code>.
* <p>A display mode for an <code>InteractiveWindow</code>.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</th><th>Description</th></tr>

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@ -44,7 +44,7 @@ SelectionScriptingInterface::SelectionScriptingInterface() {
}
/**jsdoc
* The type of a specific item in a selection list.
* <p>The type of a specific item in a selection list.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th></tr>

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@ -73,9 +73,9 @@ public:
/**jsdoc
* Check that a certified avatar entity is owned by the avatar whose entity it is. The result of the check is provided via
* the {@link WalletScriptingInterface.ownershipVerificationSuccess|ownershipVerificationSuccess} and
* {@link WalletScriptingInterface.ownershipVerificationFailed|ownershipVerificationFailed} signals.<br />
* <strong>Warning:</strong> Neither of these signals are triggered if the entity is not an avatar entity or is not
* certified.
* {@link WalletScriptingInterface.ownershipVerificationFailed|ownershipVerificationFailed} signals.
* <p><strong>Warning:</strong> Neither of these signals are triggered if the entity is not an avatar entity or is not
* certified.</p>
* @function WalletScriptingInterface.proveAvatarEntityOwnershipVerification
* @param {Uuid} entityID - The avatar entity's ID.
* @example <caption>Check the ownership of all nearby certified avatar entities.</caption>

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@ -326,10 +326,10 @@ public slots:
* full resolution is used (window dimensions in desktop mode; HMD display dimensions in HMD mode), otherwise one of the
* dimensions is adjusted in order to match the aspect ratio.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Still images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".
* <p>Still images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>. Animated images are saved in GIF format.
* <code>".jpg"</code>. Animated images are saved in GIF format.</p>
*
* @example <caption>Using the snapshot function and signals.</caption>
* function onStillSnapshotTaken(path, notify) {
@ -365,10 +365,10 @@ public slots:
* @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken}
* signal.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".
* <p>Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>.
* <code>".jpg"</code>.</p>
*/
void takeSecondaryCameraSnapshot(const bool& notify = true, const QString& filename = QString());
@ -384,10 +384,10 @@ public slots:
* @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken}
* signal.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* name&gt;-on-YYYY-MM-DD_HH-MM-SS".
* <p>Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>.
* <code>".jpg"</code>.</p>
*/
void takeSecondaryCamera360Snapshot(const glm::vec3& cameraPosition, const bool& cubemapOutputFormat = false, const bool& notify = true, const QString& filename = QString());
@ -515,13 +515,13 @@ public slots:
/**jsdoc
* Opens a URL in the Interface window or other application, depending on the URL's scheme. The following schemes are
* supported:<br />
* supported:
* <ul>
* <li><code>hifi</code>: Navigate to the URL in Interface.</li>
* <li><code>hifiapp</code>: Open a system app in Interface.</li>
* </ul>
* Other schemes will either be handled by the OS (e.g. <code>http</code>, <code>https</code>, or <code>mailto</code>) or
* will display a dialog asking the user to confirm that they want to try to open the URL.
* <p>Other schemes will either be handled by the OS (e.g. <code>http</code>, <code>https</code>, or <code>mailto</code>) or
* will display a dialog asking the user to confirm that they want to try to open the URL.</p>
* @function Window.openUrl
* @param {string} url - The URL to open.
*/

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@ -56,8 +56,8 @@ namespace InteractiveWindowEnums {
Q_NAMESPACE
/**jsdoc
* A set of flags controlling <code>InteractiveWindow</code> behavior. The value is constructed by using the
* <code>|</code> (bitwise OR) operator on the individual flag values.<br />
* <p>A set of flags controlling <code>InteractiveWindow</code> behavior. The value is constructed by using the
* <code>|</code> (bitwise OR) operator on the individual flag values.</p>
* <table>
* <thead>
* <tr><th>Flag Name</th><th>Value</th><th>Description</th></tr>

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@ -1346,49 +1346,48 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <td>Some text.</td>
* <td>{@link Overlays.OverlayProperties-Text|OverlayProperties-Text}</td></tr>
* <tr><td><code>"cube"</code></td><td>3D</td>
* <td>A cube. A <code>"shape"</code> overlay can also be used to create a cube.<br/>
* <span class="important">Deprecated.</span>
* </td>
* <td><p>A cube. A <code>"shape"</code> overlay can also be used to create a cube.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Cube|OverlayProperties-Cube}</td></tr>
* <tr><td><code>"sphere"</code></td><td>3D</td>
* <td>A sphere. A <code>"shape"</code> overlay can also be used to create a sphere.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A sphere. A <code>"shape"</code> overlay can also be used to create a sphere.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Sphere|OverlayProperties-Sphere}</td></tr>
* <tr><td><code>"shape"</code></td><td>3D</td>
* <td>A geometric shape, such as a cube, sphere, or cylinder.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A geometric shape, such as a cube, sphere, or cylinder.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Shape|OverlayProperties-Shape}</td></tr>
* <tr><td><code>"model"</code></td><td>3D</td>
* <td>A model.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A model.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Model|OverlayProperties-Model}</td></tr>
* <tr><td><code>"image3d"</code></td><td>3D</td>
* <td>An image. Synonym: <code>"billboard"</code>.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>An image. Synonym: <code>"billboard"</code>.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Image3D|OverlayProperties-Image3D}</td></tr>
* <tr><td><code>"rectangle3d"</code></td><td>3D</td>
* <td>A rectangle.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A rectangle.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Rectangle3D|OverlayProperties-Rectangle3D}</td></tr>
* <tr><td><code>"text3d"</code></td><td>3D</td>
* <td>Some text.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>Some text.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Text3D|OverlayProperties-Text3D}</td></tr>
* <tr><td><code>"web3d"</code></td><td>3D</td>
* <td>Web content.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>Web content.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Web3D|OverlayProperties-Web3D}</td></tr>
* <tr><td><code>"line3d"</code></td><td>3D</td>
* <td>A line.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A line.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Line3D|OverlayProperties-Line3D}</td></tr>
* <tr><td><code>"grid"</code></td><td>3D</td>
* <td>A grid of lines in a plane.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A grid of lines in a plane.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Grid|OverlayProperties-Grid}</td></tr>
* <tr><td><code>"circle3d"</code></td><td>3D</td>
* <td>A circle.<br/>
* <span class="important">Deprecated.</span></td>
* <td><p>A circle.</p>
* <p class="important">Deprecated.</p></td>
* <td>{@link Overlays.OverlayProperties-Circle3D|OverlayProperties-Circle3D}</td></tr>
* </tbody>
* </table>
@ -1410,17 +1409,17 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @see {@link Overlays.OverlayProperties-Rectangle|OverlayProperties-Rectangle}
* @see {@link Overlays.OverlayProperties-Image|OverlayProperties-Image}
* @see {@link Overlays.OverlayProperties-Text|OverlayProperties-Text}
* @see {@link Overlays.OverlayProperties-Cube|OverlayProperties-Cube} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Sphere|OverlayProperties-Sphere} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Shape|OverlayProperties-Shape} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Model|OverlayProperties-Model} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Rectangle3D|OverlayProperties-Rectangle3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Image3D|OverlayProperties-Image3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Text3D|OverlayProperties-Text3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Web3D|OverlayProperties-Web3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Line3D|OverlayProperties-Line3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Grid|OverlayProperties-Grid} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Circle3D|OverlayProperties-Circle3D} <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Cube|OverlayProperties-Cube} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Sphere|OverlayProperties-Sphere} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Shape|OverlayProperties-Shape} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Model|OverlayProperties-Model} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Rectangle3D|OverlayProperties-Rectangle3D} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Image3D|OverlayProperties-Image3D} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Text3D|OverlayProperties-Text3D} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Web3D|OverlayProperties-Web3D} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Line3D|OverlayProperties-Line3D} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Grid|OverlayProperties-Grid} &mdash; <span class="important">Deprecated.</span>
* @see {@link Overlays.OverlayProperties-Circle3D|OverlayProperties-Circle3D} &mdash; <span class="important">Deprecated.</span>
*/
/**jsdoc

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@ -73,12 +73,14 @@ public:
* <tr><td><code>1</code></td><td>RelaxToLimitCenterPoses</td><td>This is a blend: it is 15/16
* <code>PreviousSolution</code> and 1/16 <code>LimitCenterPoses</code>. This should converge quickly because it is
* close to the previous solution, but still provides the benefits of avoiding limb locking.</td></tr>
* <tr><td><code>2</code></td><td>PreviousSolution</td><td>The IK system will begin to solve from the same position and
* orientations for each joint that was the result from the previous frame.<br />
* Pros: As the end effectors typically do not move much from frame to frame, this is likely to converge quickly
* to a valid solution.<br />
* Cons: If the previous solution resulted in an awkward or uncomfortable posture, the next frame will also be
* awkward and uncomfortable. It can also result in locked elbows and knees.</td></tr>
* <tr><td><code>2</code></td><td>PreviousSolution</td><td>
* <p>The IK system will begin to solve from the same position and orientations for each joint that was the result
* from the previous frame.<p>
* <p>Pros: As the end effectors typically do not move much from frame to frame, this is likely to converge quickly
* to a valid solution.</p>
* <p>Cons: If the previous solution resulted in an awkward or uncomfortable posture, the next frame will also be
* awkward and uncomfortable. It can also result in locked elbows and knees.</p>
* </td></tr>
* <tr><td><code>3</code></td><td>UnderPoses</td><td>The IK occurs at one of the top-most layers. It has access to the
* full posture that was computed via canned animations and blends. We call this animated set of poses the "under
* pose". The under poses are what would be visible if IK was completely disabled. Using the under poses as the

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@ -26,8 +26,8 @@ public:
* <tr><td><code>0</code></td><td>RotationAndPosition</td><td>Attempt to reach the rotation and position end
* effector.</td></tr>
* <tr><td><code>1</code></td><td>RotationOnly</td><td>Attempt to reach the end effector rotation only.</td></tr>
* <tr><td><code>2</code></td><td>HmdHead</td><td>A special mode of IK that would attempt to prevent unnecessary
* bending of the spine.<br />
* <tr><td><code>2</code></td><td>HmdHead</td><td>
* <p>A special mode of IK that would attempt to prevent unnecessary bending of the spine.</p>
* <p class="important">Deprecated: This target type is deprecated and will be removed.</p></td></tr>
* <tr><td><code>3</code></td><td>HipsRelativeRotationAndPosition</td><td>Attempt to reach a rotation and position end
* effector that is not in absolute rig coordinates but is offset by the avatar hips translation.</td></tr>

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@ -517,7 +517,7 @@ void Avatar::relayJointDataToChildren() {
}
/**jsdoc
* An avatar has different types of data simulated at different rates, in Hz.
* <p>An avatar has different types of data simulated at different rates, in Hz.</p>
*
* <table>
* <thead>

View file

@ -1444,7 +1444,7 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
}
/**jsdoc
* The avatar mixer data comprises different types of data, with the data rates of each being tracked in kbps.
* <p>The avatar mixer data comprises different types of data, with the data rates of each being tracked in kbps.</p>
*
* <table>
* <thead>
@ -1549,7 +1549,7 @@ float AvatarData::getDataRate(const QString& rateName) const {
}
/**jsdoc
* The avatar mixer data comprises different types of data updated at different rates, in Hz.
* <p>The avatar mixer data comprises different types of data updated at different rates, in Hz.</p>
*
* <table>
* <thead>

View file

@ -1277,9 +1277,9 @@ public:
* @param {number} [scale=1.0] - The scale to apply to the model.
* @param {boolean} [isSoft=false] - If the model has a skeleton, set this to <code>true</code> so that the bones of the
* attached model's skeleton are rotated to fit the avatar's current pose. <code>isSoft</code> is used, for example,
* to have clothing that moves with the avatar.<br />
* If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and <code>scale</code> parameters are
* ignored.
* to have clothing that moves with the avatar.
* <p>If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and <code>scale</code> parameters are
* ignored.</p>
* @param {boolean} [allowDuplicates=false] - If <code>true</code> then more than one copy of any particular model may be
* attached to the same joint; if <code>false</code> then the same model cannot be attached to the same joint.
* @param {boolean} [useSaved=true] - <em>Not used.</em>

View file

@ -135,8 +135,8 @@ public:
/**jsdoc
* Creates a new {@link RouteObject} from a controller output, ready to be mapped to a standard control, action, or
* function.<br />
* This is a QML-specific version of {@link MappingObject#from|from}: use this version in QML files.
* function.
* <p>This is a QML-specific version of {@link MappingObject#from|from}: use this version in QML files.</p>
* @function MappingObject#fromQml
* @param {Controller.Standard|Controller.Hardware|function} source - The controller output or function that is the source
* of the route data. If a function, it must return a number or a {@link Pose} value as the route data.
@ -146,8 +146,8 @@ public:
/**jsdoc
* Creates a new {@link RouteObject} from two numeric {@link Controller.Hardware} outputs, one applied in the negative
* direction and the other in the positive direction, ready to be mapped to a standard control, action, or function.<br />
* This is a QML-specific version of {@link MappingObject#makeAxis|makeAxis}: use this version in QML files.
* direction and the other in the positive direction, ready to be mapped to a standard control, action, or function.
* <p>This is a QML-specific version of {@link MappingObject#makeAxis|makeAxis}: use this version in QML files.</p>
* @function MappingObject#makeAxisQml
* @param {Controller.Hardware} source1 - The first, negative-direction controller output.
* @param {Controller.Hardware} source2 - The second, positive-direction controller output.
@ -189,8 +189,8 @@ public:
Q_INVOKABLE QObject* makeAxis(const QScriptValue& source1, const QScriptValue& source2);
/**jsdoc
* Enables or disables the mapping. When enabled, the routes in the mapping take effect.<br />
* Synonymous with {@link Controller.enableMapping}.
* Enables or disables the mapping. When enabled, the routes in the mapping take effect.
* <p>Synonymous with {@link Controller.enableMapping}.</p>
* @function MappingObject#enable
* @param {boolean} enable=true - If <code>true</code> then the mapping is enabled, otherwise it is disabled.
* @returns {MappingObject} The mapping object, so that further routes can be added.
@ -198,8 +198,8 @@ public:
Q_INVOKABLE QObject* enable(bool enable = true);
/**jsdoc
* Disables the mapping. When disabled, the routes in the mapping have no effect.<br />
* Synonymous with {@link Controller.disableMapping}.
* Disables the mapping. When disabled, the routes in the mapping have no effect.
* <p>Synonymous with {@link Controller.disableMapping}.</p>
* @function MappingObject#disable
* @returns {MappingObject} The mapping object, so that further routes can be added.
*/

View file

@ -52,8 +52,8 @@ class RouteBuilderProxy : public QObject {
/**jsdoc
* Terminates the route with a standard control, an action, or a script function. The output value from the route is
* sent to the specified destination.<br />
* This is a QML-specific version of {@link MappingObject#to|to}: use this version in QML files.
* sent to the specified destination.
* <p>This is a QML-specific version of {@link MappingObject#to|to}: use this version in QML files.</p>
* @function RouteObject#toQml
* @param {Controller.Standard|Controller.Actions|function} destination - The standard control, action, or JavaScript
* function that the route output is mapped to. For a function, the parameter can be either the name of the function or
@ -64,8 +64,8 @@ class RouteBuilderProxy : public QObject {
/**jsdoc
* Processes the route only if a condition is satisfied. The condition is evaluated before the route input is read, and
* the input is read only if the condition is <code>true</code>. Thus, if the condition is not met then subsequent
* routes using the same input are processed.<br />
* This is a QML-specific version of {@link MappingObject#to|to}: use this version in QML files.
* routes using the same input are processed.
* <p>This is a QML-specific version of {@link MappingObject#when|when}: use this version in QML files.</p>
* @function RouteObject#whenQml
* @param {condition|condition[]} expression - <p>A <code>condition</code> may be a:</p>
* <ul>

View file

@ -1217,10 +1217,10 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* <code>dimensions / voxelVolumesize</code>.
* @property {string} voxelData="ABAAEAAQAAAAHgAAEAB42u3BAQ0AAADCoPdPbQ8HFAAAAPBuEAAAAQ==" - Base-64 encoded compressed dump of
* the PolyVox data. This property is typically not used in scripts directly; rather, functions that manipulate a PolyVox
* entity update it.<br />
* The size of this property increases with the size and complexity of the PolyVox entity, with the size depending on how
* entity update it.
* <p>The size of this property increases with the size and complexity of the PolyVox entity, with the size depending on how
* the particular entity's voxels compress. Because this property value has to fit within a High Fidelity datagram packet,
* there is a limit to the size and complexity of a PolyVox entity; edits which would result in an overflow are rejected.
* there is a limit to the size and complexity of a PolyVox entity; edits which would result in an overflow are rejected.</p>
* @property {Entities.PolyVoxSurfaceStyle} voxelSurfaceStyle=2 - The style of rendering the voxels' surface and how
* neighboring PolyVox entities are joined.
* @property {string} xTextureURL="" - The URL of the texture to map to surfaces perpendicular to the entity's local x-axis.

View file

@ -46,18 +46,18 @@ public:
* See also, the <code>"Box"</code> and <code>"Sphere"</code> entity types.</td>
* <td>{@link Entities.EntityProperties-Shape|EntityProperties-Shape}</td></tr>
* <tr><td><code>"Box"</code></td><td>A rectangular prism. This is a synonym of <code>"Shape"</code> for the case
* where the entity's <code>shape</code> property value is <code>"Cube"</code>.<br />
* If an entity is created with its <code>type</code>
* where the entity's <code>shape</code> property value is <code>"Cube"</code>.
* <p>If an entity is created with its <code>type</code>
* set to <code>"Box"</code> it will always be created with a <code>shape</code> property value of
* <code>"Cube"</code>. If an entity of type <code>Shape</code> or <code>Sphere</code> has its <code>shape</code> set
* to <code>"Cube"</code> then its <code>type</code> will be reported as <code>"Box"</code>.
* to <code>"Cube"</code> then its <code>type</code> will be reported as <code>"Box"</code>.</p></td>
* <td>{@link Entities.EntityProperties-Box|EntityProperties-Box}</td></tr>
* <tr><td><code>"Sphere"</code></td><td>A sphere. This is a synonym of <code>"Shape"</code> for the case
* where the entity's <code>shape</code> property value is <code>"Sphere"</code>.<br />
* If an entity is created with its <code>type</code>
* where the entity's <code>shape</code> property value is <code>"Sphere"</code>.
* <p>If an entity is created with its <code>type</code>
* set to <code>"Sphere"</code> it will always be created with a <code>shape</code> property value of
* <code>"Sphere"</code>. If an entity of type <code>Box</code> or <code>Shape</code> has its <code>shape</code> set
* to <code>"Sphere"</code> then its <code>type</code> will be reported as <code>"Sphere"</code>.
* to <code>"Sphere"</code> then its <code>type</code> will be reported as <code>"Sphere"</code>.</td>
* <td>{@link Entities.EntityProperties-Sphere|EntityProperties-Sphere}</td></tr>
* <tr><td><code>"Model"</code></td><td>A mesh model from a glTF, FBX, or OBJ file.</td>
* <td>{@link Entities.EntityProperties-Model|EntityProperties-Model}</td></tr>

View file

@ -275,13 +275,15 @@ controller::Input KeyboardMouseDevice::InputDevice::makeInput(KeyboardMouseDevic
* <tr><td><code>MouseWheelLeft</code></td><td>number</td><td>number</td><td>The mouse wheel rotated left. The data value
* is the number of units rotated (typically <code>1.0</code>).</td></tr>
* <tr><td><code>MouseWheelUp</code></td><td>number</td><td>number</td><td>The mouse wheel rotated up. The data value
* is the number of units rotated (typically <code>1.0</code>).<br />
* <strong>Warning:</strong> The mouse wheel in an ordinary mouse generates left/right wheel events instead of
* up/down.</td></tr>
* is the number of units rotated (typically <code>1.0</code>).
* <p><strong>Warning:</strong> The mouse wheel in an ordinary mouse generates left/right wheel events instead of
* up/down.</p>
* </td></tr>
* <tr><td><code>MouseWheelDown</code></td><td>number</td><td>number</td><td>The mouse wheel rotated down. The data value
* is the number of units rotated (typically <code>1.0</code>).<br />
* <strong>Warning:</strong> The mouse wheel in an ordinary mouse generates left/right wheel events instead of
* up/down.</td></tr>
* is the number of units rotated (typically <code>1.0</code>).
* <p><strong>Warning:</strong> The mouse wheel in an ordinary mouse generates left/right wheel events instead of
* up/down.</p>
* </td></tr>
* <tr><td><code>TouchpadRight</code></td><td>number</td><td>number</td><td>The average touch on a touch-enabled device
* moved right. The data value is how far the average position of all touch points moved.</td></tr>
* <tr><td><code>TouchpadLeft</code></td><td>number</td><td>number</td><td>The average touch on a touch-enabled device

View file

@ -57,10 +57,10 @@ public:
* @param {string} channel - The channel to send the message on.
* @param {string} message - The message to send.
* @param {boolean} [localOnly=false] - If <code>false</code> then the message is sent to all Interface, client entity,
* server entity, and assignment client scripts in the domain.<br />
* If <code>true</code> then: if sent from an Interface or client entity script it is received by all Interface and
* server entity, and assignment client scripts in the domain.
* <p>If <code>true</code> then: if sent from an Interface or client entity script it is received by all Interface and
* client entity scripts; if sent from a server entity script it is received by all entity server scripts; and if sent
* from an assignment client script it is received only by that same assignment client script.
* from an assignment client script it is received only by that same assignment client script.</p>
* @example <caption>Send and receive a message.</caption>
* // Receiving script.
* var channelName = "com.highfidelity.example.messages-example";
@ -105,10 +105,10 @@ public:
* @param {object} data - The data to send. The data is handled as a byte stream, for example, as may be provided via a
* JavaScript <code>Int8Array</code> object.
* @param {boolean} [localOnly=false] - If <code>false</code> then the message is sent to all Interface, client entity,
* server entity, and assignment client scripts in the domain.<br />
* If <code>true</code> then: if sent from an Interface or client entity script it is received by all Interface and
* server entity, and assignment client scripts in the domain.
* <p>If <code>true</code> then: if sent from an Interface or client entity script it is received by all Interface and
* client entity scripts; if sent from a server entity script it is received by all entity server scripts; and if sent
* from an assignment client script it is received only by that same assignment client script.
* from an assignment client script it is received only by that same assignment client script.</p>
* @example <caption>Send and receive data.</caption>
* // Receiving script.
* var channelName = "com.highfidelity.example.messages-example";

View file

@ -1027,8 +1027,8 @@ void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString&
};
/**jsdoc
* The name of an entity event. When the entity event occurs, any function that has been registered for that event via
* {@link Script.addEventHandler} is called with parameters per the entity event.
* <p>The name of an entity event. When the entity event occurs, any function that has been registered for that event via
* {@link Script.addEventHandler} is called with parameters per the entity event.</p>
* <table>
* <thead>
* <tr><th>Event Name</th><th>Entity Event</th></tr>

View file

@ -69,7 +69,7 @@ class TabletScriptingInterface : public QObject, public Dependency {
public:
/**jsdoc
* Standard tablet sounds.
* <p>Standard tablet sounds.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th></tr>