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.