Merge pull request #320 from ctrlaltdavid/fix/jsdoc-fixes

Miscellaneous JSdoc fixes
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David Rowe 2020-04-28 13:49:41 +12:00 committed by GitHub
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18 changed files with 58 additions and 57 deletions

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@ -82,15 +82,15 @@
* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
* blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set to <code>false</code> to fully control
* the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> 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 blend shapes via the {@link MyAvatar.setBlendshape} method.
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set to <code>false</code> to
* fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
* this property to <code>false</code> to fully control the mouth facial blend shapes via the
* {@link MyAvatar.setBlendshape} method.
*
* @example <caption>Create a scriptable avatar.</caption>

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@ -7,7 +7,7 @@ MessageBox {
popup.onButton2Clicked = callback;
popup.titleText = 'Specify Avatar URL'
popup.bodyText = 'This will not overwrite your existing favorite if you are wearing one.<br>' +
'<a href="https://docs.projectathena.dev/create/avatars/create-avatars.html">' +
'<a href="https://docs.vircadia.dev/create/avatars.html">' +
'Learn to make a custom avatar by opening this link on your desktop.' +
'</a>'
popup.inputText.visible = true;

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@ -154,12 +154,12 @@ class MyAvatar : public Avatar {
* <p><strong>Note:</strong> This property will automatically be set to <code>true</code> if the controller system has
* valid facial blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code>
* to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set to <code>false</code> to fully control
* the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
* <code>false</code> to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set to <code>false</code> to
* fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> to fully control the mouth facial blend shapes via the
@ -654,7 +654,7 @@ public:
* <p>Note: When using pre-built animation data, it's critical that the joint orientation of the source animation and target
* rig are equivalent, since the animation data applies absolute values onto the joints. If the orientations are different,
* the avatar will move in unpredictable ways. For more information about avatar joint orientation standards, see
* <a href="https://docs.projectathena.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function MyAvatar.overrideAnimation
* @param {string} url - The URL to the animation file. Animation files may be in glTF or FBX format, but only need to
* contain the avatar skeleton and animation data. glTF models may be in JSON or binary format (".gltf" or ".glb" URLs
@ -665,7 +665,7 @@ public:
* @param {number} firstFrame - The frame to start the animation at.
* @param {number} lastFrame - The frame to end the animation at.
* @example <caption> Play a clapping animation on your avatar for three seconds. </caption>
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* var ANIM_URL = "https://apidocs.vircadia.dev/models/ClapHands_Standing.fbx";
* MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreAnimation();
@ -688,7 +688,7 @@ public:
* @param {number} firstFrame - The frame to start the animation at.
* @param {number} lastFrame - The frame to end the animation at.
* @example <caption> Override left hand animation for three seconds.</caption>
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* var ANIM_URL = "https://apidocs.vircadia.dev/models/ClapHands_Standing.fbx";
* MyAvatar.overrideHandAnimation(isLeft, ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreHandAnimation();
@ -705,7 +705,7 @@ public:
* animation, this function has no effect.</p>
* @function MyAvatar.restoreAnimation
* @example <caption> Play a clapping animation on your avatar for three seconds. </caption>
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* var ANIM_URL = "https://apidocs.vircadia.dev/models/ClapHands_Standing.fbx";
* MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreAnimation();
@ -722,7 +722,7 @@ public:
* @function MyAvatar.restoreHandAnimation
* @param isLeft {boolean} Set to true if using the left hand
* @example <caption> Override left hand animation for three seconds. </caption>
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* var ANIM_URL = "https://apidocs.projectathena.dev/models/ClapHands_Standing.fbx";
* MyAvatar.overrideHandAnimation(isLeft, ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreHandAnimation();
@ -780,7 +780,7 @@ public:
* hanging at its sides when it is not moving, the avatar will stand and clap its hands. Note that just as it did before, as soon as the avatar
* starts to move, the animation will smoothly blend into the walk animation used by the "walkFwd" animation role.</caption>
* // An animation of the avatar clapping its hands while standing. Restore default after 30s.
* var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
* var ANIM_URL = "https://apidocs.projectathena.dev/models/ClapHands_Standing.fbx";
* MyAvatar.overrideRoleAnimation("idleStand", ANIM_URL, 30, true, 0, 53);
* Script.setTimeout(function () {
* MyAvatar.restoreRoleAnimation();
@ -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.
*/
@ -2051,7 +2051,8 @@ public slots:
float getGravity();
/**jsdoc
* Moves the avatar to a new position and/or orientation in the domain, while taking into account Avatar leg-length.
* Moves the avatar to a new position and/or orientation in the domain, with safe landing, while taking into account avatar
* leg length.
* @function MyAvatar.goToFeetLocation
* @param {Vec3} position - The new position for the avatar, in world coordinates.
* @param {boolean} [hasOrientation=false] - Set to <code>true</code> to set the orientation of the avatar.
@ -2076,14 +2077,14 @@ public slots:
bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
bool shouldFaceLocation = false, bool withSafeLanding = true);
/**jsdoc
* Moves the avatar to a new position and (optional) orientation in the domain.
* Moves the avatar to a new position and (optional) orientation in the domain, with safe landing.
* @function MyAvatar.goToLocation
* @param {MyAvatar.GoToProperties} target - The goto target.
*/
void goToLocation(const QVariant& properties);
/**jsdoc
* Moves the avatar to a new position and then enables collisions.
* Moves the avatar to a new position, with safe landing, and enables collisions.
* @function MyAvatar.goToLocationAndEnableCollisions
* @param {Vec3} position - The new position for the avatar, in world coordinates.
*/

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@ -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
* <code>relativePosition</code>, if used.
* @property {Vec2} [relativePosition] - The position of the window, relative to the <code>relativePositionAnchor</code>, in
* pixels. Excludes the window frame.

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@ -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 (<code>-1</code> if no parent).
*/
QList<QVariant> Avatar::getSkeleton() {
SkeletonModelPointer skeletonModel = _skeletonModel;

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@ -442,7 +442,7 @@ public:
void setOrientationViaScript(const glm::quat& orientation) override;
/**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 MyAvatar.getParentID
* @returns {Uuid} The ID of the entity or avatar that the avatar is parented to. {@link Uuid(0)|Uuid.NULL} if not parented.
*/
@ -450,7 +450,7 @@ public:
Q_INVOKABLE virtual const QUuid getParentID() const override { return SpatiallyNestable::getParentID(); }
/**jsdoc
* Sets the ID of the entity of avatar that the avatar is parented to.
* Sets the ID of the entity or avatar that the avatar is parented to.
* @function MyAvatar.setParentID
* @param {Uuid} parentID - The ID of the entity or avatar that the avatar should be parented to. Set to
* {@link Uuid(0)|Uuid.NULL} to unparent.

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@ -19,7 +19,7 @@
/**jsdoc
* Information about an avatar.
*
* <p>Created using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.</p>
* <p>Create using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.</p>
*
* @class ScriptAvatar
* @hideconstructor
@ -87,7 +87,7 @@ public slots:
/**jsdoc
* Gets the default rotation of a joint in the avatar relative to its parent.
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getDefaultJointRotation
* @param {number} index - The joint index.
* @returns {Quat} The default rotation of the joint if avatar data are available and the joint index is valid, otherwise
@ -99,7 +99,7 @@ public slots:
* Gets the default translation of a joint in the avatar relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getDefaultJointTranslation
* @param {number} index - The joint index.
* @returns {Vec3} The default translation of the joint (in model coordinates) if avatar data are available and the joint
@ -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.

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@ -538,12 +538,12 @@ class AvatarData : public QObject, public SpatiallyNestable {
* <p><strong>Note:</strong> This property will automatically be set to <code>true</code> if the controller system has
* valid facial blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code>
* to fully control the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set to <code>false</code> to fully control
* the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
* <code>false</code> to fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set to <code>false</code> to
* fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> to fully control the mouth facial blend shapes via the
@ -1274,7 +1274,7 @@ public:
* <code>null</code> to remove all attachments.
* @deprecated This function is deprecated and will be removed. Use avatar entities instead.
* @example <caption>Remove a hat attachment if your avatar is wearing it.</caption>
* var hatURL = "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx";
* var hatURL = "https://apidocs.vircadia.dev/models/cowboy-hat.fbx";
* var attachments = MyAvatar.getAttachmentData();
*
* for (var i = 0; i < attachments.length; i++) {
@ -1311,7 +1311,7 @@ public:
* @deprecated This function is deprecated and will be removed. Use avatar entities instead.
* @example <caption>Attach a cowboy hat to your avatar's head.</caption>
* var attachment = {
* modelURL: "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx",
* modelURL: "https://apidocs.vircadia.dev/models/cowboy-hat.fbx",
* jointName: "Head",
* translation: {"x": 0, "y": 0.25, "z": 0},
* rotation: {"x": 0, "y": 0, "z": 0, "w": 1},
@ -1542,7 +1542,7 @@ signals:
void sessionDisplayNameChanged();
/**jsdoc
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) is changed.
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) changes.
* @function Avatar.skeletonModelURLChanged
* @returns {Signal}
* @example <caption>Report when your avatar's skeleton model changes.</caption>

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@ -117,7 +117,7 @@ public:
/**jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.
* @function ScriptAvatar.getJointRotation
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
@ -129,7 +129,7 @@ public:
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getJointTranslation
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
@ -139,7 +139,7 @@ public:
/**jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.
* @function ScriptAvatar.getJointRotation
* @param {string} name - The name of the joint.
* @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
@ -151,7 +151,7 @@ public:
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* <a href="https://docs.vircadia.dev/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getJointTranslation
* @param {number} name - The name of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
@ -248,7 +248,7 @@ signals:
void sessionDisplayNameChanged();
/**jsdoc
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) is changed.
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) changes.
* @function ScriptAvatar.skeletonModelURLChanged
* @returns {Signal}
*/

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@ -1036,8 +1036,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* type: "Model",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0.75, z: -2 })),
* rotation: MyAvatar.orientation,
* modelURL: "http://content.highfidelity.com/seefo/production/puck-attach/vive_tracker_puck.obj",
* dimensions: { x: 0.0945, y: 0.0921, z: 0.0423 },
* modelURL: "https://apidocs.vircadia.dev/models/cowboy-hat.fbx",
* dimensions: { x: 0.8569, y: 0.3960, z: 1.0744 },
* lifetime: 300 // Delete after 5 minutes.
* });
*/

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@ -434,7 +434,7 @@ namespace scriptable {
* @property {string} [glossMap] - The URL of the gloss texture image.
* Only use one of <code>roughnessMap</code> and <code>glossMap</code>.
* <code>"hifi_pbr"</code> model only.
* @property {string} [normalMa]p - The URL of the normal texture image.
* @property {string} [normalMap] - The URL of the normal texture image.
* If <code>"fallthrough"</code> then it and <code>bumpMap</code> fall through to the material below.
* Only use one of <code>normalMap</code> and <code>bumpMap</code>.
* <code>"hifi_pbr"</code> model only.

View file

@ -87,8 +87,8 @@ public slots:
* type: "Model",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(Camera.orientation, { x: -0.5, y: 0, z: -3 })),
* rotation: MyAvatar.orientation,
* modelURL: "http://content.highfidelity.com/seefo/production/puck-attach/vive_tracker_puck.obj",
* dimensions: { x: 0.945, y: 0.921, z: 0.423 },
* modelURL: "https://apidocs.vircadia.dev/models/cowboy-hat.fbx",
* dimensions: { x: 0.8569, y: 0.3960, z: 1.0744 },
* lifetime: 300 // Delete after 5 minutes.
* });
* var shapeEntityID = Entities.addEntity({

View file

@ -31,7 +31,7 @@ namespace scriptable {
/**jsdoc
* A handle to in-memory mesh data in a {@link GraphicsModel}.
*
* <p>Created using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, or {@link GraphicsMesh.cloneMesh}.</p>
* <p>Create using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, or {@link GraphicsMesh.cloneMesh}.</p>
*
* @class GraphicsMesh
* @hideconstructor
@ -133,7 +133,7 @@ namespace scriptable {
QVector<glm::uint32> findNearbyVertexIndices(const glm::vec3& origin, float epsilon = 1e-6) const;
/**jsdoc
* Adds an attribute to the (whole) mesh's vertices.
* Adds an attribute for all vertices.
* @function GraphicsMesh.addAttribute
* @param {Graphics.BufferTypeName} name - The name of the attribute.
* @param {Graphics.BufferType} [defaultValue] - The value to give the attributes added to the vertices.

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@ -13,7 +13,7 @@ namespace scriptable {
/**jsdoc
* A handle to in-memory mesh part data in a {@link GraphicsModel}.
*
* <p>Created using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, {@link GraphicsMesh.cloneMesh}, or
* <p>Create using the {@link Graphics} API, {@link GraphicsModel.cloneModel}, {@link GraphicsMesh.cloneMesh}, or
* {@link GraphicsMeshPart.cloneMeshPart}.</p>
*
* @class GraphicsMeshPart

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@ -22,7 +22,7 @@ namespace scriptable {
* <p>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.</p>
*
* <p>Created using the {@link Graphics} API or {@link GraphicsModel.cloneModel}.</p>
* <p>Create using the {@link Graphics} API or {@link GraphicsModel.cloneModel}.</p>
*
* @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; <code>null</code>
* if the model is not associated with an entity or avatar.
* <em>Read-only.</em>
* @property {number} numMeshes - The number of meshes contained in the model.
* @property {number} numMeshes - The number of meshes in the model.
* <em>Read-only.</em>
* @property {GraphicsMesh[]} meshes - The meshes in the model. Each mesh may have more than one mesh part.
* <em>Read-only.</em>

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@ -76,7 +76,7 @@ const std::array<const char*, 4> ZERO123 = { { "0", "1", "2", "3" } };
* <tr><td>{@link Vec2}</td><td><code>"texcoord4"</code></td><td>Fifth UV coordinates buffer.</td></tr>
* </tbody>
* </table>
* @typedef {Vec3|vec2} Graphics.BufferType
* @typedef {Vec4|Vec3|Vec2} Graphics.BufferType
*/
QMap<QString,int> ATTRIBUTES{
{"position", gpu::Stream::POSITION },

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@ -16,7 +16,7 @@ public:
// Used by the avatar mixer to describe a single joint
// Translations relative to their parent joint
// Rotations are absolute (i.e. not relative to parent) and are in rig space.
// No JSDoc because its not provided as a type to the script engine.
// No JSDoc because it's not provided as a type to the script engine.
class JointData {
public:
glm::quat rotation;

View file

@ -1309,7 +1309,7 @@ void meshesFromScriptValue(const QScriptValue& value, MeshProxyList &out) {
/**jsdoc
* A triangle in a mesh.
* @typedef {object} MeshFace
* @property {number[]} vertices - The indexes of the three vertices that make up the fase.
* @property {number[]} vertices - The indexes of the three vertices that make up the face.
*/
QScriptValue meshFaceToScriptValue(QScriptEngine* engine, const MeshFace &meshFace) {
QScriptValue obj = engine->newObject();