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JSDoc updates for PR16399
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1 changed files with 19 additions and 16 deletions
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@ -532,19 +532,22 @@ class AvatarData : public QObject, public SpatiallyNestable {
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - Set this to true before using the {@link MyAvatar.setBlendshape} method,
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* after you no longer want scripted control over the blendshapes set to back to false.<br /> NOTE: this property will
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* automatically become true if the Controller system has valid facial blendshape actions.
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* @property {boolean} hasProceduralBlinkFaceMovement=true - By default avatars will blink automatically by animating facial
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* blendshapes. Set this property to <code>false</code> to disable this automatic blinking. This can be useful if you
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* wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - By default the avatar eye facial blendshapes will be adjusted
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* automatically as the eyes move. This will prevent the iris is never obscured by the upper or lower lids. Set this
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* property to <code>false</code> to disable this automatic movement. This can be useful if you wish to fully control
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* the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - By default the avatar mouth blendshapes will animate based on
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* the microphone audio. Set this property to <code>false</code> to disable that animaiton. This can be useful if you
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* wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blendshapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back
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* to false after you no longer want scripted control over the blendshapes.
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* <p>NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape
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* actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blendshapes, <code>false</code> if automatic blinking is disabled. Set this property to false if you wish to
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* fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blendshapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to true to prevent the iris from being obscured by the upper or lower lids. Set this property to <code>false</code>
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* if you wish to fully control the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blendshapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to false if you wish to fully control the mouth facial blendshapes via the
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* {@link MyAvatar.setBlendshape} method.
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*/
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Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
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Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
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@ -1130,9 +1133,9 @@ public:
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/**jsdoc
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* Sets the value of a blendshape to animate your avatar's face. To enable other users to see the resulting animation of
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* your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true while using this API and back to false when your
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* animation is complete.
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* Sets the value of a blendshape to animate your avatar's face. In order for other users to see the resulting animations
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* on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true. When you are done using this API, set
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* {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete.
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* @function Avatar.setBlendshape
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* @param {string} name - The name of the blendshape, per the
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* {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.
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