diff --git a/assignment-client/src/avatars/ScriptableAvatar.h b/assignment-client/src/avatars/ScriptableAvatar.h index 500c3f44fb..1e6046ba7e 100644 --- a/assignment-client/src/avatars/ScriptableAvatar.h +++ b/assignment-client/src/avatars/ScriptableAvatar.h @@ -82,15 +82,15 @@ *
Note: This property will automatically be set to true if the Controller system has valid facial * blend shape actions.
* @property {boolean} hasProceduralBlinkFaceMovement=true -true
if avatars blink automatically by animating
- * facial blend shapes, false
if automatic blinking is disabled. Set this property to false
if
- * you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * facial blend shapes, false
if automatic blinking is disabled. Set to false
to fully control
+ * the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - true
if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, false
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
- * false
if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * to true
to prevent the iris from being obscured by the upper or lower lids. Set to false
to
+ * fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - true
if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, false
if this automatic movement is disabled. Set
- * this property to false
if you wish to fully control the mouth facial blend shapes via the
+ * this property to false
to fully control the mouth facial blend shapes via the
* {@link MyAvatar.setBlendshape} method.
*
* @example Note: This property will automatically be set to true
if the controller system has
* valid facial blend shape actions.
true
if avatars blink automatically by animating
- * facial blend shapes, false
if automatic blinking is disabled. Set this property to false
- * to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * facial blend shapes, false
if automatic blinking is disabled. Set to false
to fully control
+ * the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - true
if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, false
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
- * false
to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
+ * to true
to prevent the iris from being obscured by the upper or lower lids. Set to false
to
+ * fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - true
if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, false
if this automatic movement is disabled. Set
* this property to false
to fully control the mouth facial blend shapes via the
@@ -1793,15 +1793,15 @@ public:
/**jsdoc
* Turns the avatar's head until it faces the target point within a +90/-90 degree range.
- * Once this method is called, API calls will have full control of the head for a limited time.
- * If this method is not called for 2 seconds, the engine will regain control of the head.
+ * Once this method is called, API calls have full control of the head for a limited time.
+ * If this method is not called for 2 seconds, the engine regains control of the head.
* @function MyAvatar.setHeadLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
*/
Q_INVOKABLE void setHeadLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the head's look direction in world coordinates.
+ * Gets the current target point of the head's look direction in world coordinates.
* @function MyAvatar.getHeadLookAt
* @returns {Vec3} The head's look-at target in world coordinates.
*/
@@ -1815,7 +1815,7 @@ public:
/**jsdoc
* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
- * have full control of the eyes for a limited time. If this method is not called for two seconds,
+ * full control of the eyes for a limited time. If this method is not called for 2 seconds,
* the engine regains control of the eyes.
* @function MyAvatar.setEyesLookAt
* @param {Vec3} lookAtTarget - The target point in world coordinates.
@@ -1823,7 +1823,7 @@ public:
Q_INVOKABLE void setEyesLookAt(const glm::vec3& lookAtTarget);
/**jsdoc
- * Returns the current target point of the eyes look direction in world coordinates.
+ * Gets the current target point of the eyes look direction in world coordinates.
* @function MyAvatar.getEyesLookAt
* @returns {Vec3} The eyes' look-at target in world coordinates.
*/
diff --git a/interface/src/ui/InteractiveWindow.cpp b/interface/src/ui/InteractiveWindow.cpp
index 2acac2c529..0ac1f05737 100644
--- a/interface/src/ui/InteractiveWindow.cpp
+++ b/interface/src/ui/InteractiveWindow.cpp
@@ -145,7 +145,7 @@ void InteractiveWindow::emitMainWindowResizeEvent() {
* @property {InteractiveWindow.Flags} [additionalFlags=0] - Customizes window behavior.
* @property {InteractiveWindow.OverrideFlags} [overrideFlags=0] - Customizes window controls.
- * @property {InteractiveWindow.RelativePositionAnchor} [relativePositionAnchor] - he anchor for the
+ * @property {InteractiveWindow.RelativePositionAnchor} [relativePositionAnchor] - The anchor for the
* relativePosition
, if used.
* @property {Vec2} [relativePosition] - The position of the window, relative to the relativePositionAnchor
, in
* pixels. Excludes the window frame.
diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
index a9e16e9ff1..3792057052 100644
--- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
+++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp
@@ -1925,7 +1925,7 @@ void Avatar::setParentJointIndex(quint16 parentJointIndex) {
* @typedef {object} SkeletonJoint
* @property {string} name - Joint name.
* @property {number} index - Joint index.
- * @property {number} parentIndex - Index of this joint's parent (-1 if no parent).
+ * @property {number} parentIndex - Index of this joint's parent (-1
if no parent).
*/
QListCreated using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.
+ *Create using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.
* * @class ScriptAvatar * @hideconstructor @@ -152,7 +152,7 @@ public slots: /**jsdoc - * Gets the ID of the entity of avatar that the avatar is parented to. + * Gets the ID of the entity or avatar that the avatar is parented to. * @function ScriptAvatar.getParentID * @returns {Uuid} The ID of the entity or avatar that the avatar is parented to. {@link Uuid(0)|Uuid.NULL} if not parented * or avatar data aren't available. diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 24808b98bf..40e3a056da 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -538,12 +538,12 @@ class AvatarData : public QObject, public SpatiallyNestable { *Note: This property will automatically be set to true
if the controller system has
* valid facial blend shape actions.
true
if avatars blink automatically by animating
- * facial blend shapes, false
if automatic blinking is disabled. Set this property to false
- * to fully control the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
+ * facial blend shapes, false
if automatic blinking is disabled. Set to false
to fully control
+ * the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - true
if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, false
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
- * false
to fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
+ * to true
to prevent the iris from being obscured by the upper or lower lids. Set to false
to
+ * fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - true
if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, false
if this automatic movement is disabled. Set
* this property to false
to fully control the mouth facial blend shapes via the
@@ -1542,7 +1542,7 @@ signals:
void sessionDisplayNameChanged();
/**jsdoc
- * Triggered when the avatar's model (i.e., skeletonModelURL
property value) is changed.
+ * Triggered when the avatar's model (i.e., skeletonModelURL
property value) changes.
* @function Avatar.skeletonModelURLChanged
* @returns {Signal}
* @example skeletonModelURL
property value) is changed.
+ * Triggered when the avatar's model (i.e., skeletonModelURL
property value) changes.
* @function ScriptAvatar.skeletonModelURLChanged
* @returns {Signal}
*/
diff --git a/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.cpp b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.cpp
index 9d36cfd91a..a27eff9cbe 100644
--- a/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.cpp
+++ b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.cpp
@@ -434,7 +434,7 @@ namespace scriptable {
* @property {string} [glossMap] - The URL of the gloss texture image.
* Only use one of roughnessMap
and glossMap
.
* "hifi_pbr"
model only.
- * @property {string} [normalMa]p - The URL of the normal texture image.
+ * @property {string} [normalMap] - The URL of the normal texture image.
* If "fallthrough"
then it and bumpMap
fall through to the material below.
* Only use one of normalMap
and bumpMap
.
* "hifi_pbr"
model only.
diff --git a/libraries/graphics-scripting/src/graphics-scripting/ScriptableMesh.h b/libraries/graphics-scripting/src/graphics-scripting/ScriptableMesh.h
index 8d70eda9e4..0e7eecc03b 100644
--- a/libraries/graphics-scripting/src/graphics-scripting/ScriptableMesh.h
+++ b/libraries/graphics-scripting/src/graphics-scripting/ScriptableMesh.h
@@ -31,7 +31,7 @@ namespace scriptable {
/**jsdoc
* A handle to in-memory mesh data in a {@link GraphicsModel}.
*
- * Created using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, or {@link GraphicsMesh.cloneMesh}.
+ *Create using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, or {@link GraphicsMesh.cloneMesh}.
* * @class GraphicsMesh * @hideconstructor @@ -133,7 +133,7 @@ namespace scriptable { QVectorCreated using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, {@link GraphicsMesh.cloneMesh}, or + *
Create using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, {@link GraphicsMesh.cloneMesh}, or * {@link GraphicsMeshPart.cloneMeshPart}.
* * @class GraphicsMeshPart diff --git a/libraries/graphics-scripting/src/graphics-scripting/ScriptableModel.h b/libraries/graphics-scripting/src/graphics-scripting/ScriptableModel.h index 6dc2a06747..a6f135c321 100644 --- a/libraries/graphics-scripting/src/graphics-scripting/ScriptableModel.h +++ b/libraries/graphics-scripting/src/graphics-scripting/ScriptableModel.h @@ -22,7 +22,7 @@ namespace scriptable { *Note: The model may be used for more than one instance of an item displayed in the scene. Modifying the model updates * all instances displayed.
* - *Created using the {@link Graphics} API or {@link GraphicsModel.cloneModel}.
+ *Create using the {@link Graphics} API or {@link GraphicsModel.cloneModel}.
* * @class GraphicsModel * @hideconstructor @@ -34,7 +34,7 @@ namespace scriptable { * @property {Uuid} objectID - The ID of the entity or avatar that the model is associated with, if any;null
* if the model is not associated with an entity or avatar.
* Read-only.
- * @property {number} numMeshes - The number of meshes contained in the model.
+ * @property {number} numMeshes - The number of meshes in the model.
* Read-only.
* @property {GraphicsMesh[]} meshes - The meshes in the model. Each mesh may have more than one mesh part.
* Read-only.
diff --git a/libraries/graphics/src/graphics/BufferViewHelpers.cpp b/libraries/graphics/src/graphics/BufferViewHelpers.cpp
index 076cb92dcf..87d19ec6a2 100644
--- a/libraries/graphics/src/graphics/BufferViewHelpers.cpp
+++ b/libraries/graphics/src/graphics/BufferViewHelpers.cpp
@@ -76,7 +76,7 @@ const std::array"texcoord4"