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Stub missing MyAvatar, Avatar, and Agent functions and properties JSDoc
This commit is contained in:
parent
e77cdfc0d2
commit
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3 changed files with 68 additions and 17 deletions
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@ -213,6 +213,9 @@ public:
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Q_INVOKABLE void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData) override;
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Q_INVOKABLE void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData) override;
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public slots:
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public slots:
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/**jsdoc
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* @function MyAvatar.update
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*/
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void update(float deltatime);
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void update(float deltatime);
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/**jsdoc
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/**jsdoc
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@ -69,6 +69,7 @@ class MyAvatar : public Avatar {
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* @hifi-avatar
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* @hifi-avatar
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*
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*
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* @property {Vec3} qmlPosition - A synonym for <code>position</code> for use by QML.
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* @property {Vec3} qmlPosition - A synonym for <code>position</code> for use by QML.
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*
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* @property {boolean} shouldRenderLocally=true - If <code>true</code> then your avatar is rendered for you in Interface,
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* @property {boolean} shouldRenderLocally=true - If <code>true</code> then your avatar is rendered for you in Interface,
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* otherwise it is not rendered for you (but it is still rendered for other users).
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* otherwise it is not rendered for you (but it is still rendered for other users).
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* @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor.
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* @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor.
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@ -90,29 +91,38 @@ class MyAvatar : public Avatar {
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* @property {number} audioListenerModeCamera=1 - The audio listening position is at the camera. <em>Read-only.</em>
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* @property {number} audioListenerModeCamera=1 - The audio listening position is at the camera. <em>Read-only.</em>
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* @property {number} audioListenerModeCustom=2 - The audio listening position is at a the position specified by set by the
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* @property {number} audioListenerModeCustom=2 - The audio listening position is at a the position specified by set by the
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* <code>customListenPosition</code> and <code>customListenOrientation</code> property values. <em>Read-only.</em>
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* <code>customListenPosition</code> and <code>customListenOrientation</code> property values. <em>Read-only.</em>
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* @property {Vec3} customListenPosition=Vec3.ZERO - The listening position used when the <code>audioListenerMode</code>
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* property value is <code>audioListenerModeCustom</code>.
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* @property {Quat} customListenOrientation=Quat.IDENTITY - The listening orientation used when the
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* <code>audioListenerMode</code> property value is <code>audioListenerModeCustom</code>.
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* @property {boolean} hasScriptedBlendshapes=false - Blendshapes will be transmitted over the network if set to true.
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* @property {boolean} hasScriptedBlendshapes=false - Blendshapes will be transmitted over the network if set to true.
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* @property {boolean} hasProceduralBlinkFaceMovement=true - procedural blinking will be turned on if set to true.
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* @property {boolean} hasProceduralBlinkFaceMovement=true - procedural blinking will be turned on if set to true.
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* @property {boolean} hasProceduralEyeFaceMovement=true - procedural eye movement will be turned on if set to true.
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* @property {boolean} hasProceduralEyeFaceMovement=true - procedural eye movement will be turned on if set to true.
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* @property {boolean} hasAudioEnabledFaceMovement=true - If set to true, voice audio will move the mouth Blendshapes while MyAvatar.hasScriptedBlendshapes is enabled.
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* @property {boolean} hasAudioEnabledFaceMovement=true - If set to true, voice audio will move the mouth Blendshapes while MyAvatar.hasScriptedBlendshapes is enabled.
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* @property {Vec3} customListenPosition=Vec3.ZERO - The listening position used when the <code>audioListenerMode</code>
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* @property {number} rotationRecenterFilterLength
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* property value is <code>audioListenerModeCustom</code>.
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* @property {number} rotationThreshold
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* @property {Quat} customListenOrientation=Quat.IDENTITY - The listening orientation used when the
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* @property {boolean} enableStepResetRotation
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* <code>audioListenerMode</code> property value is <code>audioListenerModeCustom</code>.
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* @property {boolean} enableDrawAverageFacing
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*
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* @property {Vec3} leftHandPosition - The position of the left hand in avatar coordinates if it's being positioned by
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* @property {Vec3} leftHandPosition - The position of the left hand in avatar coordinates if it's being positioned by
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} rightHandPosition - The position of the right hand in avatar coordinates if it's being positioned by
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* @property {Vec3} rightHandPosition - The position of the right hand in avatar coordinates if it's being positioned by
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} leftHandTipPosition - The position 30cm offset from the left hand in avatar coordinates if it's being
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* @property {Vec3} leftHandTipPosition - The position 30cm offset from the left hand in avatar coordinates if it's being
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* @property {Vec3} rightHandTipPosition - The position 30cm offset from the right hand in avatar coordinates if it's being
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* @property {Vec3} rightHandTipPosition - The position 30cm offset from the right hand in avatar coordinates if it's being
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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* positioned by controllers, otherwise {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em>
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*
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* @property {Pose} leftHandPose - The pose of the left hand as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} leftHandPose - The pose of the left hand as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} rightHandPose - The pose right hand position as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} rightHandPose - The pose right hand position as determined by the hand controllers. <em>Read-only.</em>
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* @property {Pose} leftHandTipPose - The pose of the left hand as determined by the hand controllers, with the position
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* @property {Pose} leftHandTipPose - The pose of the left hand as determined by the hand controllers, with the position
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* by 30cm. <em>Read-only.</em>
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* by 30cm. <em>Read-only.</em>
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* @property {Pose} rightHandTipPose - The pose of the right hand as determined by the hand controllers, with the position
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* @property {Pose} rightHandTipPose - The pose of the right hand as determined by the hand controllers, with the position
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* by 30cm. <em>Read-only.</em>
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* by 30cm. <em>Read-only.</em>
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*
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* @property {number} energy
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* @property {boolean} isAway
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*
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* @property {boolean} centerOfGravityModelEnabled=true - If <code>true</code> then the avatar hips are placed according to the center of
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* @property {boolean} centerOfGravityModelEnabled=true - If <code>true</code> then the avatar hips are placed according to the center of
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* gravity model that balance the center of gravity over the base of support of the feet. Setting the value <code>false</code>
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* gravity model that balance the center of gravity over the base of support of the feet. Setting the value <code>false</code>
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* will result in the default behaviour where the hips are placed under the head.
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* will result in the default behaviour where the hips are placed under the head.
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@ -122,30 +132,38 @@ class MyAvatar : public Avatar {
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* @property {boolean} collisionsEnabled - Set to <code>true</code> to enable collisions for the avatar, <code>false</code>
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* @property {boolean} collisionsEnabled - Set to <code>true</code> to enable collisions for the avatar, <code>false</code>
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* to disable collisions. May return <code>true</code> even though the value was set <code>false</code> because the
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* to disable collisions. May return <code>true</code> even though the value was set <code>false</code> because the
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* zone may disallow collisionless avatars.
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* zone may disallow collisionless avatars.
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* @property {boolean} otherAvatarsCollisionsEnabled
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* @property {boolean} characterControllerEnabled - Synonym of <code>collisionsEnabled</code>.
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* @property {boolean} characterControllerEnabled - Synonym of <code>collisionsEnabled</code>.
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* <strong>Deprecated:</strong> Use <code>collisionsEnabled</code> instead.
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* <strong>Deprecated:</strong> Use <code>collisionsEnabled</code> instead.
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* @property {boolean} useAdvancedMovementControls - Returns and sets the value of the Interface setting, Settings >
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* @property {boolean} useAdvancedMovementControls - Returns and sets the value of the Interface setting, Settings >
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* Walking and teleporting. Note: Setting the value has no effect unless Interface is restarted.
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* Walking and teleporting. Note: Setting the value has no effect unless Interface is restarted.
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* @property {boolean} showPlayArea - Returns and sets the value of the Interface setting, Settings > Show room boundaries
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* @property {boolean} showPlayArea - Returns and sets the value of the Interface setting, Settings > Show room boundaries
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* while teleporting. Note: Setting the value has no effect unless Interface is restarted.
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* while teleporting. Note: Setting the value has no effect unless Interface is restarted.
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*
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* @property {number} yawSpeed=75
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* @property {number} yawSpeed=75
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* @property {number} pitchSpeed=50
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* @property {number} pitchSpeed=50
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*
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* @property {boolean} hmdRollControlEnabled=true - If <code>true</code>, the roll angle of your HMD turns your avatar
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* @property {boolean} hmdRollControlEnabled=true - If <code>true</code>, the roll angle of your HMD turns your avatar
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* while flying.
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* while flying.
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* @property {number} hmdRollControlDeadZone=8 - The amount of HMD roll, in degrees, required before your avatar turns if
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* @property {number} hmdRollControlDeadZone=8 - The amount of HMD roll, in degrees, required before your avatar turns if
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* <code>hmdRollControlEnabled</code> is enabled.
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* <code>hmdRollControlEnabled</code> is enabled.
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* @property {number} hmdRollControlRate If hmdRollControlEnabled is true, this value determines the maximum turn rate of
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* @property {number} hmdRollControlRate If hmdRollControlEnabled is true, this value determines the maximum turn rate of
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* your avatar when rolling your HMD in degrees per second.
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* your avatar when rolling your HMD in degrees per second.
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*
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* @property {number} userHeight=1.75 - The height of the user in sensor space.
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* @property {number} userHeight=1.75 - The height of the user in sensor space.
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* @property {number} userEyeHeight=1.65 - The estimated height of the user's eyes in sensor space. <em>Read-only.</em>
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* @property {number} userEyeHeight=1.65 - The estimated height of the user's eyes in sensor space. <em>Read-only.</em>
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*
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* @property {Uuid} SELF_ID - UUID representing "my avatar". Only use for local-only entities in situations
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* @property {Uuid} SELF_ID - UUID representing "my avatar". Only use for local-only entities in situations
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* where MyAvatar.sessionUUID is not available (e.g., if not connected to a domain). Note: Likely to be deprecated.
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* where MyAvatar.sessionUUID is not available (e.g., if not connected to a domain). Note: Likely to be deprecated.
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* <em>Read-only.</em>
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* <em>Read-only.</em>
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*
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* @property {number} walkSpeed
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* @property {number} walkSpeed
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* @property {number} walkBackwardSpeed
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* @property {number} walkBackwardSpeed
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* @property {number} sprintSpeed
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* @property {number} sprintSpeed
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* @property {number} isInSittingState
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* @property {number} isInSittingState
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* @property {number} userRecenterModel
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* @property {MyAvatar.SitStandModelType} userRecenterModel
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* @property {boolean} isSitStandStateLocked
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* @property {boolean} allowTeleporting
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*
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*
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* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
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* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
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* registration point of the 3D model.
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* registration point of the 3D model.
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* sometimes called "elevation".
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* sometimes called "elevation".
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* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
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* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
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* sometimes called "bank".
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* sometimes called "bank".
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*
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* @property {Quat} orientation
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* @property {Quat} orientation
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* @property {Quat} headOrientation - The orientation of the avatar's head.
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* @property {Quat} headOrientation - The orientation of the avatar's head.
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* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
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* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
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* head. Yaw is sometimes called "heading".
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* head. Yaw is sometimes called "heading".
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* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
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* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
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* sometimes called "bank".
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* sometimes called "bank".
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*
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* @property {Vec3} velocity
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* @property {Vec3} velocity
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* @property {Vec3} angularVelocity
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* @property {Vec3} angularVelocity
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*
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* @property {number} audioLoudness
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* @property {number} audioLoudness
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* @property {number} audioAverageLoudness
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* @property {number} audioAverageLoudness
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*
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* @property {string} displayName
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* @property {string} displayName
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* @property {string} sessionDisplayName - Sanitized, defaulted version displayName that is defined by the AvatarMixer
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* @property {string} sessionDisplayName - Sanitized, defaulted version displayName that is defined by the AvatarMixer
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* rather than by Interface clients. The result is unique among all avatars present at the time.
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* rather than by Interface clients. The result is unique among all avatars present at the time.
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* @property {boolean} lookAtSnappingEnabled
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* @property {boolean} lookAtSnappingEnabled
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* @property {string} skeletonModelURL
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* @property {string} skeletonModelURL
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* @property {AttachmentData[]} attachmentData
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* @property {AttachmentData[]} attachmentData
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*
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* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
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* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
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*
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* @property {Uuid} sessionUUID <em>Read-only.</em>
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* @property {Uuid} sessionUUID <em>Read-only.</em>
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*
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* @property {Mat4} sensorToWorldMatrix <em>Read-only.</em>
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* @property {Mat4} sensorToWorldMatrix <em>Read-only.</em>
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* @property {Mat4} controllerLeftHandMatrix <em>Read-only.</em>
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* @property {Mat4} controllerLeftHandMatrix <em>Read-only.</em>
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* @property {Mat4} controllerRightHandMatrix <em>Read-only.</em>
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* @property {Mat4} controllerRightHandMatrix <em>Read-only.</em>
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@ -196,11 +221,11 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(QString motorMode READ getScriptedMotorMode WRITE setScriptedMotorMode)
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Q_PROPERTY(QString motorMode READ getScriptedMotorMode WRITE setScriptedMotorMode)
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Q_PROPERTY(QString collisionSoundURL READ getCollisionSoundURL WRITE setCollisionSoundURL)
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Q_PROPERTY(QString collisionSoundURL READ getCollisionSoundURL WRITE setCollisionSoundURL)
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Q_PROPERTY(AudioListenerMode audioListenerMode READ getAudioListenerMode WRITE setAudioListenerMode)
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Q_PROPERTY(AudioListenerMode audioListenerMode READ getAudioListenerMode WRITE setAudioListenerMode)
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Q_PROPERTY(glm::vec3 customListenPosition READ getCustomListenPosition WRITE setCustomListenPosition)
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Q_PROPERTY(glm::quat customListenOrientation READ getCustomListenOrientation WRITE setCustomListenOrientation)
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Q_PROPERTY(AudioListenerMode audioListenerModeHead READ getAudioListenerModeHead)
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Q_PROPERTY(AudioListenerMode audioListenerModeHead READ getAudioListenerModeHead)
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Q_PROPERTY(AudioListenerMode audioListenerModeCamera READ getAudioListenerModeCamera)
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Q_PROPERTY(AudioListenerMode audioListenerModeCamera READ getAudioListenerModeCamera)
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Q_PROPERTY(AudioListenerMode audioListenerModeCustom READ getAudioListenerModeCustom)
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Q_PROPERTY(AudioListenerMode audioListenerModeCustom READ getAudioListenerModeCustom)
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Q_PROPERTY(glm::vec3 customListenPosition READ getCustomListenPosition WRITE setCustomListenPosition)
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Q_PROPERTY(glm::quat customListenOrientation READ getCustomListenOrientation WRITE setCustomListenOrientation)
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Q_PROPERTY(bool hasScriptedBlendshapes READ getHasScriptedBlendshapes WRITE setHasScriptedBlendshapes)
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Q_PROPERTY(bool hasScriptedBlendshapes READ getHasScriptedBlendshapes WRITE setHasScriptedBlendshapes)
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Q_PROPERTY(bool hasProceduralBlinkFaceMovement READ getHasProceduralBlinkFaceMovement WRITE setHasProceduralBlinkFaceMovement)
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Q_PROPERTY(bool hasProceduralBlinkFaceMovement READ getHasProceduralBlinkFaceMovement WRITE setHasProceduralBlinkFaceMovement)
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Q_PROPERTY(bool hasProceduralEyeFaceMovement READ getHasProceduralEyeFaceMovement WRITE setHasProceduralEyeFaceMovement)
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Q_PROPERTY(bool hasProceduralEyeFaceMovement READ getHasProceduralEyeFaceMovement WRITE setHasProceduralEyeFaceMovement)
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};
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};
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Q_ENUM(DriveKeys)
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Q_ENUM(DriveKeys)
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/**jsdoc
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* @typedef {number} MyAvatar.SitStandModelType
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*/
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enum SitStandModelType {
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enum SitStandModelType {
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ForceSit = 0,
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ForceSit = 0,
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ForceStand,
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ForceStand,
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// adding one of the other handlers. While any handler may change a value in animStateDictionaryIn (or supply different values in animStateDictionaryOut)
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// adding one of the other handlers. While any handler may change a value in animStateDictionaryIn (or supply different values in animStateDictionaryOut)
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// a handler must not remove properties from animStateDictionaryIn, nor change property values that it does not intend to change.
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// a handler must not remove properties from animStateDictionaryIn, nor change property values that it does not intend to change.
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// It is not specified in what order multiple handlers are called.
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// It is not specified in what order multiple handlers are called.
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/**jsdoc
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* @function MyAvatar.addAnimationStateHandler
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*/
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Q_INVOKABLE QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { return _skeletonModel->getRig().addAnimationStateHandler(handler, propertiesList); }
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Q_INVOKABLE QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { return _skeletonModel->getRig().addAnimationStateHandler(handler, propertiesList); }
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/**jsdoc
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/**jsdoc
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@ -530,7 +561,7 @@ public:
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*/
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*/
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Q_INVOKABLE void setHmdAvatarAlignmentType(const QString& hand);
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Q_INVOKABLE void setHmdAvatarAlignmentType(const QString& hand);
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/**jsdoc
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/**jsdoc
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* @function MyAvatar.setHmdAvatarAlignmentType
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* @function MyAvatar.getHmdAvatarAlignmentType
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* @returns {string}
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* @returns {string}
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*/
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*/
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Q_INVOKABLE QString getHmdAvatarAlignmentType() const;
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Q_INVOKABLE QString getHmdAvatarAlignmentType() const;
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/**jsdoc
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/**jsdoc
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* Recenter the avatar in the horizontal direction, if <code>{@link MyAvatar|MyAvatar.hmdLeanRecenterEnabled}</code> is
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* Recenter the avatar in the horizontal direction, if <code>{@link MyAvatar|MyAvatar.hmdLeanRecenterEnabled}</code> is
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* <code>false</code>.
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* <code>false</code>.
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* @ function MyAvatar.triggerHorizontalRecenter
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* @function MyAvatar.triggerHorizontalRecenter
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*/
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*/
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Q_INVOKABLE void triggerHorizontalRecenter();
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Q_INVOKABLE void triggerHorizontalRecenter();
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@ -935,7 +966,7 @@ public:
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/**jsdoc
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/**jsdoc
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* Function returns list of avatar entities
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* Function returns list of avatar entities
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* @function MyAvatar.getAvatarEntitiesVariant()
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* @function MyAvatar.getAvatarEntitiesVariant
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* @returns {object[]}
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* @returns {object[]}
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*/
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*/
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Q_INVOKABLE QVariantList getAvatarEntitiesVariant();
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Q_INVOKABLE QVariantList getAvatarEntitiesVariant();
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* @param {boolean} [shouldFaceLocation=false] - Set to <code>true</code> to position the avatar a short distance away from
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* @param {boolean} [shouldFaceLocation=false] - Set to <code>true</code> to position the avatar a short distance away from
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* the new position and orientate the avatar to face the position.
|
* the new position and orientate the avatar to face the position.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void goToFeetLocation(const glm::vec3& newPosition,
|
void goToFeetLocation(const glm::vec3& newPosition,
|
||||||
bool hasOrientation, const glm::quat& newOrientation,
|
bool hasOrientation, const glm::quat& newOrientation,
|
||||||
bool shouldFaceLocation);
|
bool shouldFaceLocation);
|
||||||
|
@ -1382,8 +1412,20 @@ public slots:
|
||||||
*/
|
*/
|
||||||
bool getEnableMeshVisible() const override;
|
bool getEnableMeshVisible() const override;
|
||||||
|
|
||||||
|
/**jsdoc
|
||||||
|
* @function MyAvatar.storeAvatarEntityDataPayload
|
||||||
|
*/
|
||||||
void storeAvatarEntityDataPayload(const QUuid& entityID, const QByteArray& payload) override;
|
void storeAvatarEntityDataPayload(const QUuid& entityID, const QByteArray& payload) override;
|
||||||
|
|
||||||
|
/**jsdoc
|
||||||
|
* @function MyAvatar.clearAvatarEntity
|
||||||
|
* @param {Uuid} entityID
|
||||||
|
* @param {boolean} requiresRemovalFromTree
|
||||||
|
*/
|
||||||
void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true) override;
|
void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true) override;
|
||||||
|
/**jsdoc
|
||||||
|
* @function MyAvatar.sanitizeAvatarEntityProperties
|
||||||
|
*/
|
||||||
void sanitizeAvatarEntityProperties(EntityItemProperties& properties) const;
|
void sanitizeAvatarEntityProperties(EntityItemProperties& properties) const;
|
||||||
|
|
||||||
/**jsdoc
|
/**jsdoc
|
||||||
|
@ -1489,11 +1531,11 @@ signals:
|
||||||
void collisionsEnabledChanged(bool enabled);
|
void collisionsEnabledChanged(bool enabled);
|
||||||
|
|
||||||
/**jsdoc
|
/**jsdoc
|
||||||
* Triggered when collisions with other avatars enabled or disabled
|
* Triggered when collisions with other avatars enabled or disabled
|
||||||
* @function MyAvatar.otherAvatarsCollisionsEnabledChanged
|
* @function MyAvatar.otherAvatarsCollisionsEnabledChanged
|
||||||
* @param {boolean} enabled
|
* @param {boolean} enabled
|
||||||
* @returns {Signal}
|
* @returns {Signal}
|
||||||
*/
|
*/
|
||||||
void otherAvatarsCollisionsEnabledChanged(bool enabled);
|
void otherAvatarsCollisionsEnabledChanged(bool enabled);
|
||||||
|
|
||||||
/**jsdoc
|
/**jsdoc
|
||||||
|
|
|
@ -499,6 +499,9 @@ public:
|
||||||
void tearDownGrabs();
|
void tearDownGrabs();
|
||||||
|
|
||||||
signals:
|
signals:
|
||||||
|
/**jsdoc
|
||||||
|
* @function MyAvatar.targetScaleChanged
|
||||||
|
*/
|
||||||
void targetScaleChanged(float targetScale);
|
void targetScaleChanged(float targetScale);
|
||||||
|
|
||||||
public slots:
|
public slots:
|
||||||
|
@ -541,6 +544,9 @@ public slots:
|
||||||
*/
|
*/
|
||||||
glm::quat getRightPalmRotation() const;
|
glm::quat getRightPalmRotation() const;
|
||||||
|
|
||||||
|
/**jsdoc
|
||||||
|
* @function MyAvatar.setModelURLFinished
|
||||||
|
*/
|
||||||
// hooked up to Model::setURLFinished signal
|
// hooked up to Model::setURLFinished signal
|
||||||
void setModelURLFinished(bool success);
|
void setModelURLFinished(bool success);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue