From f91c6dec3a24bfefc861ec9ef0c278e4c7973938 Mon Sep 17 00:00:00 2001
From: David Rowe
Date: Wed, 5 Jun 2019 08:38:52 +1200
Subject: [PATCH] Miscellaneous fixes noticed in passing
---
interface/src/avatar/MyAvatar.h | 64 ++++++++++++++++-----------------
1 file changed, 32 insertions(+), 32 deletions(-)
diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index 95f55c1cf0..d78aebe0c1 100755
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -607,14 +607,13 @@ public:
* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
* Avatar Standards.
* @function MyAvatar.overrideAnimation
- * @param url {string} The URL to the animation file. Animation files need to be FBX format, but only need to contain the
+ * @param {string} url - The URL to the animation file. Animation files need to be FBX format, but only need to contain the
* avatar skeleton and animation data.
- * @param fps {number} The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
- * @param loop {boolean} Set to true if the animation should loop.
- * @param firstFrame {number} The frame the animation should start at.
- * @param lastFrame {number} The frame the animation should end at.
+ * @param {number} fps - The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
+ * @param {boolean} loop - true
if the animation should loop, false
if it shouldn't.
+ * @param {number} firstFrame - The frame to start the animation at.
+ * @param {number} lastFrame - The frame to end the animation at.
* @example Play a clapping animation on your avatar for three seconds.
- * // Clap your hands for 3 seconds then restore animation back to the avatar.
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
@@ -625,18 +624,18 @@ public:
Q_INVOKABLE void overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
/**jsdoc
- * overrideHandAnimation()
Gets the overrides the default hand poses that are triggered with controller buttons.
- * use {@link MyAvatar.restoreHandAnimation}. to restore the default poses.
+ * Overrides the default hand poses that are triggered with controller buttons.
+ * Use {@link MyAvatar.restoreHandAnimation} to restore the default poses.
* @function MyAvatar.overrideHandAnimation
- * @param isLeft {boolean} Set true if using the left hand
- * @param url {string} The URL to the animation file. Animation files need to be FBX format, but only need to contain the
+ * @param isLeft {boolean} true
to override the left hand, false
to override the right hand.
+ * @param {string} url - The URL of the animation file. Animation files need to be FBX format, but only need to contain the
* avatar skeleton and animation data.
- * @param fps {number} The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
- * @param loop {boolean} Set to true if the animation should loop.
- * @param firstFrame {number} The frame the animation should start at.
- * @param lastFrame {number} The frame the animation should end at
- * @example Override left hand animation for three seconds.
- * // Override the left hand pose then restore the default pose.
+ * @param {number} fps - The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
+ * @param {boolean} loop - true
if the animation should loop, false
if it shouldn't.
+ * @param {number} firstFrame - The frame to start the animation at.
+ * @param {number} lastFrame - The frame to end the animation at.
+ * @example Override left hand animation for three seconds.
+ * var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* MyAvatar.overrideHandAnimation(isLeft, ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreHandAnimation();
@@ -653,7 +652,6 @@ public:
* animation, this function has no effect.
* @function MyAvatar.restoreAnimation
* @example Play a clapping animation on your avatar for three seconds.
- * // Clap your hands for 3 seconds then restore animation back to the avatar.
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
@@ -663,16 +661,15 @@ public:
Q_INVOKABLE void restoreAnimation();
/**jsdoc
- * Restores the default hand animation state machine that is driven by the state machine in the avatar-animation json.
+ * Restores the default hand animation state machine that is driven by the state machine in the avatar-animation JSON.
* The avatar animation system includes a set of default animations along with rules for how those animations are blended
* together with procedural data (such as look at vectors, hand sensors etc.). Playing your own custom animations will
* override the default animations. restoreHandAnimation()
is used to restore the default hand poses
- * If you aren't currently playing an override hand
- * animation, this function has no effect.
+ * If you aren't currently playing an override hand animation, this function has no effect.
* @function MyAvatar.restoreHandAnimation
* @param isLeft {boolean} Set to true if using the left hand
* @example Override left hand animation for three seconds.
- * // Override the left hand pose then restore the default pose.
+ * var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* MyAvatar.overrideHandAnimation(isLeft, ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreHandAnimation();
@@ -713,12 +710,13 @@ public:
* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
* Avatar Standards.
* @function MyAvatar.overrideRoleAnimation
- * @param role {string} The animation role to override
- * @param url {string} The URL to the animation file. Animation files need to be in FBX format, but only need to contain the avatar skeleton and animation data.
- * @param fps {number} The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
- * @param loop {boolean} Set to true if the animation should loop
- * @param firstFrame {number} The frame the animation should start at
- * @param lastFrame {number} The frame the animation should end at
+ * @param {string} role - The animation role to override
+ * @param {string} url - The URL to the animation file. Animation files need to be in FBX format, but only need to contain
+ * the avatar skeleton and animation data.
+ * @param {number} fps - The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
+ * @param {boolean} loop - true
if the animation should loop, false
if it shouldn't.
+ * @param {number} firstFrame - The frame the animation should start at.
+ * @param {number} lastFrame - The frame the animation should end at.
* @example The default avatar-animation.json defines an "idleStand" animation role. This role specifies that when the avatar is not moving,
* an animation clip of the avatar idling with hands hanging at its side will be used. It also specifies that when the avatar moves, the animation
* will smoothly blend to the walking animation used by the "walkFwd" animation role.
@@ -806,8 +804,9 @@ public:
* mode.
*/
Q_INVOKABLE bool getSnapTurn() const { return _useSnapTurn; }
+
/**jsdoc
- * Sets whether your should do snap turns or smooth turns in HMD mode.
+ * Sets whether you do snap turns or smooth turns in HMD mode.
* @function MyAvatar.setSnapTurn
* @param {boolean} on - true
to do snap turns in HMD mode; false
to do smooth turns in HMD mode.
*/
@@ -872,16 +871,17 @@ public:
* @returns {boolean} true
if strafing is enabled, false
if it isn't.
*/
Q_INVOKABLE bool getStrafeEnabled() const;
+
/**jsdoc
+ * Sets the HMD alignment relative to your avatar.
* @function MyAvatar.setHmdAvatarAlignmentType
* @param {string} type - "head"
to align your head and your avatar's head, "eyes"
to align your
* eyes and your avatar's eyes.
- *
*/
Q_INVOKABLE void setHmdAvatarAlignmentType(const QString& type);
/**jsdoc
- * Gets the HMD alignment for your avatar.
+ * Gets the HMD alignment relative to your avatar.
* @function MyAvatar.getHmdAvatarAlignmentType
* @returns {string} "head"
if aligning your head and your avatar's head, "eyes"
if aligning your
* eyes and your avatar's eyes.
@@ -1610,8 +1610,8 @@ public:
Q_INVOKABLE bool getCharacterControllerEnabled(); // deprecated
/**jsdoc
- * @comment Different behavior to the Avatar version of this method.
* Gets the rotation of a joint relative to the avatar.
+ * @comment Different behavior to the Avatar version of this method.
* @function MyAvatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to the avatar.
@@ -1623,8 +1623,8 @@ public:
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
/**jsdoc
- * @comment Different behavior to the Avatar version of this method.
* Gets the translation of a joint relative to the avatar.
+ * @comment Different behavior to the Avatar version of this method.
* @function MyAvatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to the avatar.