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7 changed files with 49 additions and 49 deletions
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@ -76,21 +76,21 @@
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blendshapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back
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* to false after you no longer want scripted control over the blendshapes.
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* <p>NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape
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* actions.</p>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
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* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
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* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
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* blend shape actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blendshapes, <code>false</code> if automatic blinking is disabled. Set this property to false if you wish to
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* fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blendshapes for an avatar's eyes
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* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
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* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to true to prevent the iris from being obscured by the upper or lower lids. Set this property to <code>false</code>
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* if you wish to fully control the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blendshapes animate
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* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
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* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to false if you wish to fully control the mouth facial blendshapes via the
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* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
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* {@link MyAvatar.setBlendshape} method.
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*
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* @example <caption>Create a scriptable avatar.</caption>
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@ -148,21 +148,21 @@ class MyAvatar : public Avatar {
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blendshapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back
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* to false after you no longer want scripted control over the blendshapes.
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* <p>NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape
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* actions.</p>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
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* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
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* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
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* blend shape actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blendshapes, <code>false</code> if automatic blinking is disabled. Set this property to false if you wish to
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* fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blendshapes for an avatar's eyes
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* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
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* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to true to prevent the iris from being obscured by the upper or lower lids. Set this property to <code>false</code>
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* if you wish to fully control the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blendshapes animate
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* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
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* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to false if you wish to fully control the mouth facial blendshapes via the
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* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
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* {@link MyAvatar.setBlendshape} method.
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*
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* @comment IMPORTANT: This group of properties is copied from Avatar.h; they should NOT be edited here.
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@ -1762,7 +1762,7 @@ public:
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void prepareAvatarEntityDataForReload();
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/**jsdoc
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* Turns the avatar's head until it faces the target point within a 90/-90 degree range.
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* Turns the avatar's head until it faces the target point within a +90/-90 degree range.
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* Once this method is called, API calls will have full control of the head for a limited time.
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* If this method is not called for two seconds, the engine will regain control of the head.
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* @function MyAvatar.setHeadLookAt
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@ -1785,8 +1785,8 @@ public:
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/**jsdoc
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* Forces the avatar's eyes to look at a specified location. Once this method is called, API calls
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* will have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine will regain control of the eyes.
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* have full control of the eyes for a limited time. If this method is not called for two seconds,
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* the engine regains control of the eyes.
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* @function MyAvatar.setEyesLookAt
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* @param {Vec3} lookAtTarget - The target point in world coordinates.
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*/
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@ -1810,7 +1810,7 @@ public:
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* before using this method with the code <code>MyAvatar.beginReaction("point")</code>.
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* @function MyAvatar.setPointAt
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* @param {Vec3} pointAtTarget - The target point in world coordinates.
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* @returns {boolean} <code>true</code> if the target point lays in front of the avatar; <code>false</code> otherwise.
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* @returns {boolean} <code>true</code> if the target point lays in front of the avatar, <code>false</code> if it doesn't.
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*/
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Q_INVOKABLE bool setPointAt(const glm::vec3& pointAtTarget);
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@ -253,7 +253,7 @@ std::shared_ptr<PickQuery> PickScriptingInterface::buildStylusPick(const QVarian
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* {@link Picks.getPickScriptParameters}. A parabola pick's type is {@link PickType.Parabola}.
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* @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale
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* (usually an avatar or an entity). Its value is the original scale of the parent at the moment the pick was created, and
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* is used to rescale the pick, and/or the pointer which owns this pick, if any.
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* is used to rescale the pick and the pointer which owns this pick, if any.
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*/
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std::shared_ptr<PickQuery> PickScriptingInterface::buildParabolaPick(const QVariantMap& propMap) {
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bool enabled = false;
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@ -159,7 +159,7 @@ public:
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* @function Picks.getPickScriptParameters
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* @param {number} id - The ID of the pick.
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* @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties}
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* User-provided properties, per the pick <code>type</code>.
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* Script-provided properties, per the pick <code>type</code>.
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*/
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Q_INVOKABLE QVariantMap getPickScriptParameters(unsigned int uid) const;
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@ -90,7 +90,7 @@ QVariantMap PointerScriptingInterface::getPointerScriptParameters(unsigned int u
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* @property {boolean} [hover=false] - <code>true</code> if the pointer generates {@link Entities} hover events,
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* <code>false</code> if it doesn't.
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* @property {PickType} pointerType - The type of the stylus pointer returned from {@link Pointers.getPointerProperties}
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* or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType.Stylus}.
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* or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType(0)|PickType.Stylus}.
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* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
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* {@link Pointers.getPointerProperties}.
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* @see {@link Picks.StylusPickProperties} for additional properties from the underlying stylus pick.
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@ -212,7 +212,7 @@ std::shared_ptr<Pointer> PointerScriptingInterface::buildStylus(const QVariant&
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* @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger
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* events on the entity or overlay currently intersected.
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* @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or
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* {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType.Ray}.
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* {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType(0)|PickType.Ray}.
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* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
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* {@link Pointers.getPointerProperties}.
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* @see {@link Picks.RayPickProperties} for additional properties from the underlying ray pick.
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@ -407,7 +407,7 @@ std::shared_ptr<Pointer> PointerScriptingInterface::buildLaserPointer(const QVar
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* @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger
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* events on the entity or overlay currently intersected.
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* @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or
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* {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType.Parabola}.
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* {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType(0)|PickType.Parabola}.
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* @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from
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* {@link Pointers.getPointerProperties}.
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* @see {@link Picks.ParabolaPickProperties} for additional properties from the underlying parabola pick.
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@ -168,7 +168,7 @@ public:
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* @function Pointers.getPointerScriptParameters
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* @param {number} id - The ID of the pointer.
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* @returns {Pointers.RayPointerProperties|Picks.ParabolaPointerProperties|Picks.StylusPointerProperties}
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* User-provided properties, per the pointer <code>type</code>.
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* Script-provided properties, per the pointer <code>type</code>.
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*/
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Q_INVOKABLE QVariantMap getPointerScriptParameters(unsigned int uid) const;
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@ -532,21 +532,21 @@ class AvatarData : public QObject, public SpatiallyNestable {
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* size in the virtual world. <em>Read-only.</em>
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* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
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* <em>Read-only.</em>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blendshapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back
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* to false after you no longer want scripted control over the blendshapes.
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* <p>NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape
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* actions.</p>
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* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
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* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
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* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
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* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
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* blend shape actions.</p>
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* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
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* facial blendshapes, <code>false</code> if automatic blinking is disabled. Set this property to false if you wish to
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* fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blendshapes for an avatar's eyes
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* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
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* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
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* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
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* to true to prevent the iris from being obscured by the upper or lower lids. Set this property to <code>false</code>
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* if you wish to fully control the eye blendshapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blendshapes animate
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* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
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* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
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* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
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* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
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* this property to false if you wish to fully control the mouth facial blendshapes via the
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* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
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* {@link MyAvatar.setBlendshape} method.
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*/
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Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
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@ -1133,9 +1133,9 @@ public:
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/**jsdoc
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* Sets the value of a blendshape to animate your avatar's face. In order for other users to see the resulting animations
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* on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true. When you are done using this API, set
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* {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete.
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* Sets the value of a blend shape to animate your avatar's face. In order for other users to see the resulting animations
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* on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to <code>true</code>. When you are done using this API,
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* set {@link Avatar.hasScriptedBlendshapes} back to <code>false</code> when the animation is complete.
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* @function Avatar.setBlendshape
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* @param {string} name - The name of the blendshape, per the
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* {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.
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