JSDoc updates for PR16399

This commit is contained in:
ingerjm0 2019-11-12 20:45:20 -08:00
parent dda69bf91a
commit 417856fec4

View file

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