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