diff --git a/assignment-client/src/avatars/ScriptableAvatar.h b/assignment-client/src/avatars/ScriptableAvatar.h index d9c7395741..47f61a2b64 100644 --- a/assignment-client/src/avatars/ScriptableAvatar.h +++ b/assignment-client/src/avatars/ScriptableAvatar.h @@ -76,21 +76,21 @@ * size in the virtual world. Read-only. * @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't. * Read-only. - * @property {boolean} hasScriptedBlendshapes=false - true if blendshapes are controlled by scripted actions, - * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back - * to false after you no longer want scripted control over the blendshapes. - *

NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape - * actions.

+ * @property {boolean} hasScriptedBlendshapes=false - true if blend shapes are controlled by scripted actions, + * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, + * and set back to false after you no longer want scripted control over the blend shapes. + *

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 blendshapes, false if automatic blinking is disabled. Set this property to false if you wish to - * fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasProceduralEyeFaceMovement=true - true if the facial blendshapes for an avatar's eyes + * 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. + * @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 blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasAudioEnabledFaceMovement=true - true if the avatar's mouth blendshapes animate + * 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. + * @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 blendshapes via the + * this property to false if you wish to fully control the mouth facial blend shapes via the * {@link MyAvatar.setBlendshape} method. * * @example Create a scriptable avatar. diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 66f9582738..455d076f5e 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -148,21 +148,21 @@ class MyAvatar : public Avatar { * size in the virtual world. Read-only. * @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't. * Read-only. - * @property {boolean} hasScriptedBlendshapes=false - true if blendshapes are controlled by scripted actions, - * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back - * to false after you no longer want scripted control over the blendshapes. - *

NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape - * actions.

+ * @property {boolean} hasScriptedBlendshapes=false - true if blend shapes are controlled by scripted actions, + * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, + * and set back to false after you no longer want scripted control over the blend shapes. + *

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 blendshapes, false if automatic blinking is disabled. Set this property to false if you wish to - * fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasProceduralEyeFaceMovement=true - true if the facial blendshapes for an avatar's eyes + * 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. + * @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 blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasAudioEnabledFaceMovement=true - true if the avatar's mouth blendshapes animate + * 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. + * @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 blendshapes via the + * this property to false if you wish to fully control the mouth facial blend shapes via the * {@link MyAvatar.setBlendshape} method. * * @comment IMPORTANT: This group of properties is copied from Avatar.h; they should NOT be edited here. @@ -1762,7 +1762,7 @@ public: void prepareAvatarEntityDataForReload(); /**jsdoc - * Turns the avatar's head until it faces the target point within a 90/-90 degree range. + * 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 two seconds, the engine will regain control of the head. * @function MyAvatar.setHeadLookAt @@ -1785,8 +1785,8 @@ public: /**jsdoc * Forces the avatar's eyes to look at a specified location. Once this method is called, API calls - * will have full control of the eyes for a limited time. If this method is not called for two seconds, - * the engine will regain control of the eyes. + * have full control of the eyes for a limited time. If this method is not called for two seconds, + * the engine regains control of the eyes. * @function MyAvatar.setEyesLookAt * @param {Vec3} lookAtTarget - The target point in world coordinates. */ @@ -1810,7 +1810,7 @@ public: * before using this method with the code MyAvatar.beginReaction("point"). * @function MyAvatar.setPointAt * @param {Vec3} pointAtTarget - The target point in world coordinates. - * @returns {boolean} true if the target point lays in front of the avatar; false otherwise. + * @returns {boolean} true if the target point lays in front of the avatar, false if it doesn't. */ Q_INVOKABLE bool setPointAt(const glm::vec3& pointAtTarget); diff --git a/interface/src/raypick/PickScriptingInterface.cpp b/interface/src/raypick/PickScriptingInterface.cpp index 035ffde374..1f940f761d 100644 --- a/interface/src/raypick/PickScriptingInterface.cpp +++ b/interface/src/raypick/PickScriptingInterface.cpp @@ -253,7 +253,7 @@ std::shared_ptr PickScriptingInterface::buildStylusPick(const QVarian * {@link Picks.getPickScriptParameters}. A parabola pick's type is {@link PickType.Parabola}. * @property {Vec3} baseScale - Returned from {@link Picks.getPickProperties} when the pick has a parent with varying scale * (usually an avatar or an entity). Its value is the original scale of the parent at the moment the pick was created, and - * is used to rescale the pick, and/or the pointer which owns this pick, if any. + * is used to rescale the pick and the pointer which owns this pick, if any. */ std::shared_ptr PickScriptingInterface::buildParabolaPick(const QVariantMap& propMap) { bool enabled = false; diff --git a/interface/src/raypick/PickScriptingInterface.h b/interface/src/raypick/PickScriptingInterface.h index b1943e5a39..a73a17ed60 100644 --- a/interface/src/raypick/PickScriptingInterface.h +++ b/interface/src/raypick/PickScriptingInterface.h @@ -159,7 +159,7 @@ public: * @function Picks.getPickScriptParameters * @param {number} id - The ID of the pick. * @returns {Picks.RayPickProperties|Picks.ParabolaPickProperties|Picks.StylusPickProperties|Picks.CollisionPickProperties} - * User-provided properties, per the pick type. + * Script-provided properties, per the pick type. */ Q_INVOKABLE QVariantMap getPickScriptParameters(unsigned int uid) const; diff --git a/interface/src/raypick/PointerScriptingInterface.cpp b/interface/src/raypick/PointerScriptingInterface.cpp index e8069d12c7..a3aeb314e5 100644 --- a/interface/src/raypick/PointerScriptingInterface.cpp +++ b/interface/src/raypick/PointerScriptingInterface.cpp @@ -90,7 +90,7 @@ QVariantMap PointerScriptingInterface::getPointerScriptParameters(unsigned int u * @property {boolean} [hover=false] - true if the pointer generates {@link Entities} hover events, * false if it doesn't. * @property {PickType} pointerType - The type of the stylus pointer returned from {@link Pointers.getPointerProperties} - * or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType.Stylus}. + * or {@link Pointers.getPointerScriptParameters}. A stylus pointer's type is {@link PickType(0)|PickType.Stylus}. * @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from * {@link Pointers.getPointerProperties}. * @see {@link Picks.StylusPickProperties} for additional properties from the underlying stylus pick. @@ -212,7 +212,7 @@ std::shared_ptr PointerScriptingInterface::buildStylus(const QVariant& * @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger * events on the entity or overlay currently intersected. * @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or - * {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType.Ray}. + * {@link Pointers.getPointerScriptParameters}. A laser pointer's type is {@link PickType(0)|PickType.Ray}. * @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from * {@link Pointers.getPointerProperties}. * @see {@link Picks.RayPickProperties} for additional properties from the underlying ray pick. @@ -407,7 +407,7 @@ std::shared_ptr PointerScriptingInterface::buildLaserPointer(const QVar * @property {Pointers.Trigger[]} [triggers=[]] - A list of ways that a {@link Controller} action or function should trigger * events on the entity or overlay currently intersected. * @property {PickType} pointerType - The type of pointer returned from {@link Pointers.getPointerProperties} or - * {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType.Parabola}. + * {@link Pointers.getPointerScriptParameters}. A parabola pointer's type is {@link PickType(0)|PickType.Parabola}. * @property {number} [pickID] - The ID of the pick created alongside this pointer, returned from * {@link Pointers.getPointerProperties}. * @see {@link Picks.ParabolaPickProperties} for additional properties from the underlying parabola pick. diff --git a/interface/src/raypick/PointerScriptingInterface.h b/interface/src/raypick/PointerScriptingInterface.h index c4f0d832e3..4e59e53b06 100644 --- a/interface/src/raypick/PointerScriptingInterface.h +++ b/interface/src/raypick/PointerScriptingInterface.h @@ -168,7 +168,7 @@ public: * @function Pointers.getPointerScriptParameters * @param {number} id - The ID of the pointer. * @returns {Pointers.RayPointerProperties|Picks.ParabolaPointerProperties|Picks.StylusPointerProperties} - * User-provided properties, per the pointer type. + * Script-provided properties, per the pointer type. */ Q_INVOKABLE QVariantMap getPointerScriptParameters(unsigned int uid) const; diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index e38164015f..1848e0b29f 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -532,21 +532,21 @@ class AvatarData : public QObject, public SpatiallyNestable { * size in the virtual world. Read-only. * @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't. * Read-only. - * @property {boolean} hasScriptedBlendshapes=false - true if blendshapes are controlled by scripted actions, - * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back - * to false after you no longer want scripted control over the blendshapes. - *

NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape - * actions.

+ * @property {boolean} hasScriptedBlendshapes=false - true if blend shapes are controlled by scripted actions, + * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, + * and set back to false after you no longer want scripted control over the blend shapes. + *

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 blendshapes, false if automatic blinking is disabled. Set this property to false if you wish to - * fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasProceduralEyeFaceMovement=true - true if the facial blendshapes for an avatar's eyes + * 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. + * @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 blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasAudioEnabledFaceMovement=true - true if the avatar's mouth blendshapes animate + * 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. + * @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 blendshapes via the + * this property to false if you wish to fully control the mouth facial blend shapes via the * {@link MyAvatar.setBlendshape} method. */ Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript) @@ -1133,9 +1133,9 @@ public: /**jsdoc - * Sets the value of a blendshape to animate your avatar's face. In order for other users to see the resulting animations - * on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true. When you are done using this API, set - * {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete. + * Sets the value of a blend shape to animate your avatar's face. In order for other users to see the resulting animations + * on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true. When you are done using this API, + * set {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete. * @function Avatar.setBlendshape * @param {string} name - The name of the blendshape, per the * {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.