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 Create a scriptable avatar. diff --git a/interface/resources/qml/hifi/avatarapp/MessageBoxes.qml b/interface/resources/qml/hifi/avatarapp/MessageBoxes.qml index 74d1b53cd9..ac09f14d9e 100644 --- a/interface/resources/qml/hifi/avatarapp/MessageBoxes.qml +++ b/interface/resources/qml/hifi/avatarapp/MessageBoxes.qml @@ -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.
' + - '' + + '' + 'Learn to make a custom avatar by opening this link on your desktop.' + '' popup.inputText.visible = true; diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 341a403f40..2a83ab69c1 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -154,12 +154,12 @@ class MyAvatar : public Avatar { *

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 - * 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 @@ -654,7 +654,7 @@ public: *

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 - * Avatar Standards.

+ * Avatar Standards.

* @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 Play a clapping animation on your avatar for three seconds. - * 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 Override left hand animation for three seconds. - * 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.

* @function MyAvatar.restoreAnimation * @example Play a clapping animation on your avatar for three seconds. - * 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 Override left hand animation for three seconds. - * 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. * // 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 true 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. */ 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). */ QList Avatar::getSkeleton() { SkeletonModelPointer skeletonModel = _skeletonModel; diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h index 9730ddf96c..cd1fc7c7fc 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h @@ -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. diff --git a/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h b/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h index 3f8fc4f88b..0b89e9d59e 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h +++ b/libraries/avatars-renderer/src/avatars-renderer/ScriptAvatar.h @@ -19,7 +19,7 @@ /**jsdoc * Information about an avatar. * - *

Created using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.

+ *

Create using {@link MyAvatar.getTargetAvatar} or {@link AvatarList.getAvatar}.

* * @class ScriptAvatar * @hideconstructor @@ -87,7 +87,7 @@ public slots: /**jsdoc * Gets the default rotation of a joint in the avatar relative to its parent. *

For information on the joint hierarchy used, see - * Avatar Standards.

+ * Avatar Standards.

* @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. *

Warning: These coordinates are not necessarily in meters.

*

For information on the joint hierarchy used, see - * Avatar Standards.

+ * Avatar Standards.

* @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. diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index f5e72b2dfe..d6a4497ee7 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.

* @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 - * 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 @@ -1274,7 +1274,7 @@ public: * null to remove all attachments. * @deprecated This function is deprecated and will be removed. Use avatar entities instead. * @example Remove a hat attachment if your avatar is wearing it. - * 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 Attach a cowboy hat to your avatar's head. * 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., skeletonModelURL property value) is changed. + * Triggered when the avatar's model (i.e., skeletonModelURL property value) changes. * @function Avatar.skeletonModelURLChanged * @returns {Signal} * @example Report when your avatar's skeleton model changes. diff --git a/libraries/avatars/src/ScriptAvatarData.h b/libraries/avatars/src/ScriptAvatarData.h index 7dcd7cc7e1..290e8c178a 100644 --- a/libraries/avatars/src/ScriptAvatarData.h +++ b/libraries/avatars/src/ScriptAvatarData.h @@ -117,7 +117,7 @@ public: /**jsdoc * Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see - * Avatar Standards. + * Avatar Standards. * @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. *

Warning: These coordinates are not necessarily in meters.

*

For information on the joint hierarchy used, see - * Avatar Standards.

+ * Avatar Standards.

* @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 - * Avatar Standards. + * Avatar Standards. * @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. *

Warning: These coordinates are not necessarily in meters.

*

For information on the joint hierarchy used, see - * Avatar Standards.

+ * Avatar Standards.

* @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., 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/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp index 09a8021a43..c81cd2a70a 100644 --- a/libraries/entities/src/EntityItemProperties.cpp +++ b/libraries/entities/src/EntityItemProperties.cpp @@ -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. * }); */ 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/GraphicsScriptingInterface.h b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h index 9b56433bf6..0f24ae8461 100644 --- a/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h +++ b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h @@ -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({ 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 { QVector 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. diff --git a/libraries/graphics-scripting/src/graphics-scripting/ScriptableMeshPart.h b/libraries/graphics-scripting/src/graphics-scripting/ScriptableMeshPart.h index 78ddb4f2b0..878b239f3d 100644 --- a/libraries/graphics-scripting/src/graphics-scripting/ScriptableMeshPart.h +++ b/libraries/graphics-scripting/src/graphics-scripting/ScriptableMeshPart.h @@ -13,7 +13,7 @@ namespace scriptable { /**jsdoc * A handle to in-memory mesh part data in a {@link GraphicsModel}. * - *

Created 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 ZERO123 = { { "0", "1", "2", "3" } }; * {@link Vec2}"texcoord4"Fifth UV coordinates buffer. * * - * @typedef {Vec3|vec2} Graphics.BufferType + * @typedef {Vec4|Vec3|Vec2} Graphics.BufferType */ QMap ATTRIBUTES{ {"position", gpu::Stream::POSITION }, diff --git a/libraries/shared/src/JointData.h b/libraries/shared/src/JointData.h index 3f957fa046..329c2dd151 100644 --- a/libraries/shared/src/JointData.h +++ b/libraries/shared/src/JointData.h @@ -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; diff --git a/libraries/shared/src/RegisteredMetaTypes.cpp b/libraries/shared/src/RegisteredMetaTypes.cpp index 7c30d4f205..7faaebbae9 100644 --- a/libraries/shared/src/RegisteredMetaTypes.cpp +++ b/libraries/shared/src/RegisteredMetaTypes.cpp @@ -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();