Fix JSDoc markup HTML issues

This commit is contained in:
David Rowe 2019-09-17 16:26:09 +12:00
parent 43a0ed48fd
commit dff37a71eb
22 changed files with 69 additions and 70 deletions

View file

@ -20,7 +20,7 @@ class FancyCamera : public Camera {
/**jsdoc /**jsdoc
* The <code>Camera</code> API provides access to the "camera" that defines your view in desktop and HMD display modes. * The <code>Camera</code> API provides access to the "camera" that defines your view in desktop and HMD display modes.
* The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, </code>-z</code> = forward. * The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, <code>-z</code> = forward.
* *
* @namespace Camera * @namespace Camera
* *

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@ -779,7 +779,7 @@ public:
* additional properties specified when adding the different handlers.</p> * additional properties specified when adding the different handlers.</p>
* <p>A handler may change a value from <code>animStateDictionaryIn</code> or add different values in the * <p>A handler may change a value from <code>animStateDictionaryIn</code> or add different values in the
* <code>animStateDictionaryOut</code> returned. Any property values set in <code>animStateDictionaryOut</code> will * <code>animStateDictionaryOut</code> returned. Any property values set in <code>animStateDictionaryOut</code> will
* override those of the internal animation machinery.</p. * override those of the internal animation machinery.</p>
* @function MyAvatar.addAnimationStateHandler * @function MyAvatar.addAnimationStateHandler
* @param {function} handler - The animation state handler function to add. * @param {function} handler - The animation state handler function to add.
* @param {Array<string>|null} propertiesList - The list of {@link MyAvatar.AnimStateDictionary|AnimStateDictionary} * @param {Array<string>|null} propertiesList - The list of {@link MyAvatar.AnimStateDictionary|AnimStateDictionary}

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@ -287,7 +287,7 @@ public slots:
/**jsdoc /**jsdoc
* @function Picks.PICK_ENTITIES * @function Picks.PICK_ENTITIES
* @deprecated This function is deprecated and will be removed. Use the <code>Picks.PICK_DOMAIN_ENTITIES | * @deprecated This function is deprecated and will be removed. Use the <code>Picks.PICK_DOMAIN_ENTITIES |
* Picks.PICK_AVATAR_ENTITIES</cpode> properties expression instead. * Picks.PICK_AVATAR_ENTITIES</code> properties expression instead.
* @returns {number} * @returns {number}
*/ */
static constexpr unsigned int PICK_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::DOMAIN_ENTITIES) | PickFilter::getBitMask(PickFilter::FlagBit::AVATAR_ENTITIES); } static constexpr unsigned int PICK_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::DOMAIN_ENTITIES) | PickFilter::getBitMask(PickFilter::FlagBit::AVATAR_ENTITIES); }

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@ -168,7 +168,6 @@ class ScriptEngine;
* <td><code>startFarTrigger</code><br /><code>continueFarTrigger</code><br /><code>stopFarTrigger</code></td> * <td><code>startFarTrigger</code><br /><code>continueFarTrigger</code><br /><code>stopFarTrigger</code></td>
* <td>These methods are called when a user is more than 0.3m away from the entity, the entity is triggerable, and the * <td>These methods are called when a user is more than 0.3m away from the entity, the entity is triggerable, and the
* user starts, continues, or stops squeezing the trigger.</td> * user starts, continues, or stops squeezing the trigger.</td>
* </td>
* <td>A light switch that can be toggled on and off from a distance.</td> * <td>A light switch that can be toggled on and off from a distance.</td>
* </tr> * </tr>
* <tr> * <tr>

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@ -34,7 +34,7 @@
* A docking location of an <code>InteractiveWindow</code>. * A docking location of an <code>InteractiveWindow</code>.
* <table> * <table>
* <thead> * <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th> * <tr><th>Value</th><th>Name</th><th>Description</th></tr>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code></td><td>TOP</td><td>Dock to the top edge of the Interface window.</td></tr> * <tr><td><code>0</code></td><td>TOP</td><td>Dock to the top edge of the Interface window.</td></tr>
@ -76,7 +76,7 @@ int DesktopScriptingInterface::getHeight() {
* A display mode for an <code>InteractiveWindow</code>. * A display mode for an <code>InteractiveWindow</code>.
* <table> * <table>
* <thead> * <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th> * <tr><th>Value</th><th>Name</th><th>Description</th></tr>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code></td><td>VIRTUAL</td><td>The window is displayed inside Interface: in the desktop window in * <tr><td><code>0</code></td><td>VIRTUAL</td><td>The window is displayed inside Interface: in the desktop window in

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@ -24,7 +24,8 @@ class MenuItemProperties;
* <h3>Groupings</h3> * <h3>Groupings</h3>
* *
* <p>A "grouping" provides a way to group a set of menus or menu items together so that they can all be set visible or invisible * <p>A "grouping" provides a way to group a set of menus or menu items together so that they can all be set visible or invisible
* as a group.</p> There is currently only one available group: <code>"Developer"</code>. This grouping can be toggled in the * as a group.</p>
* <p>There is currently only one available group: <code>"Developer"</code>. This grouping can be toggled in the
* "Settings" menu.</p> * "Settings" menu.</p>
* <p>If a menu item doesn't belong to a group, it is always displayed.</p> * <p>If a menu item doesn't belong to a group, it is always displayed.</p>
* *

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@ -326,7 +326,7 @@ public slots:
* full resolution is used (window dimensions in desktop mode; HMD display dimensions in HMD mode), otherwise one of the * full resolution is used (window dimensions in desktop mode; HMD display dimensions in HMD mode), otherwise one of the
* dimensions is adjusted in order to match the aspect ratio. * dimensions is adjusted in order to match the aspect ratio.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user * @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt-on-YYYY-MM-DD_HH-MM-SS".<br /> * name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Still images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>, * Still images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of * <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>. Animated images are saved in GIF format. * <code>".jpg"</code>. Animated images are saved in GIF format.
@ -365,7 +365,7 @@ public slots:
* @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken} * @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken}
* signal. * signal.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user * @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt-on-YYYY-MM-DD_HH-MM-SS".<br /> * name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>, * Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of * <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>. * <code>".jpg"</code>.
@ -384,7 +384,7 @@ public slots:
* @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken} * @param {boolean} [notify=true] - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken}
* signal. * signal.
* @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user * @param {string} [filename=""] - If a filename is not provided, the image is saved as "hifi-snap-by-&lt;user
* name&gt-on-YYYY-MM-DD_HH-MM-SS".<br /> * name&gt;-on-YYYY-MM-DD_HH-MM-SS".<br />
* Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>, * Images are saved in JPEG or PNG format according to the extension provided &mdash; <code>".jpg"</code>,
* <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of * <code>".jpeg"</code>, or <code>".png"</code> &mdash; or if not provided then in JPEG format with an extension of
* <code>".jpg"</code>. * <code>".jpg"</code>.

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@ -1502,11 +1502,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1520,7 +1520,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>. * <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is * @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is
* rendered as a wire frame. * rendered as a wire frame.
* Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>. * Synonyms: <code>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>. * Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code> * @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code>
* if they don't. * if they don't.
@ -1550,11 +1550,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1568,7 +1568,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>. * <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is * @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is
* rendered as a wire frame. * rendered as a wire frame.
* Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>. * Synonyms: <code>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>. * Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code> * @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code>
* if they don't. * if they don't.
@ -1599,11 +1599,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1617,7 +1617,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>. * <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is * @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is
* rendered as a wire frame. * rendered as a wire frame.
* Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>. * Synonyms: <code>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>. * Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code> * @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code>
* if they don't. * if they don't.
@ -1641,7 +1641,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <tr><th>Value</th><th>Dimensions</th><th>Description</th></tr> * <tr><th>Value</th><th>Dimensions</th><th>Description</th></tr>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>"Circle"</code></td><td>2D</td><td>A circle oriented in 3D.</td></td></tr> * <tr><td><code>"Circle"</code></td><td>2D</td><td>A circle oriented in 3D.</td></tr>
* <tr><td><code>"Cone"</code></td><td>3D</td><td></td></tr> * <tr><td><code>"Cone"</code></td><td>3D</td><td></td></tr>
* <tr><td><code>"Cube"</code></td><td>3D</td><td></td></tr> * <tr><td><code>"Cube"</code></td><td>3D</td><td></td></tr>
* <tr><td><code>"Cylinder"</code></td><td>3D</td><td></td></tr> * <tr><td><code>"Cylinder"</code></td><td>3D</td><td></td></tr>
@ -1674,11 +1674,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1692,7 +1692,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>. * <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is * @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is
* rendered as a wire frame. * rendered as a wire frame.
* Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>. * Synonyms: <code>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>. * Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code> * @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code>
* if they don't. * if they don't.
@ -1761,17 +1761,17 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {Color} color=255,255,255 - The color of the overlay text. Synonym: <code>textColor</code>. * @property {Color} color=255,255,255 - The color of the overlay text. Synonym: <code>textColor</code>.
* @property {number} alpha=0.7 - The opacity of the overlay text, <code>0.0</code> &ndash; <code>1.0</code>. * @property {number} alpha=0.7 - The opacity of the overlay text, <code>0.0</code> &ndash; <code>1.0</code>.
* <p><em>Currently not used; use <code>textAlpha</code> instead.</em></p> * <p><em>Currently not used; use <code>textAlpha</code> instead.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {number} pulseMax=0 - The maximum value of the pulse multiplier. * @property {number} pulseMax=0 - The maximum value of the pulse multiplier.
* @property {number} pulseMin=0 - The minimum value of the pulse multiplier. * @property {number} pulseMin=0 - The minimum value of the pulse multiplier.
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1811,11 +1811,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1857,11 +1857,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -1922,35 +1922,35 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* *
* @property {Uuid} endParentID=null - The avatar, entity, or overlay that the end point of the line is parented to. * @property {Uuid} endParentID=null - The avatar, entity, or overlay that the end point of the line is parented to.
* <p><em>Currently doesn't work.</em></p> * <p><em>Currently doesn't work.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {number} endParentJointIndex=65535 - Integer value specifying the skeleton joint that the end point of the line is * @property {number} endParentJointIndex=65535 - Integer value specifying the skeleton joint that the end point of the line is
* attached to if <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint". * attached to if <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
* <p><em>Currently doesn't work.</em></p> * <p><em>Currently doesn't work.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {Vec3} start - The start point of the line. Synonyms: <code>startPoint</code> and <code>p1</code>. * @property {Vec3} start - The start point of the line. Synonyms: <code>startPoint</code> and <code>p1</code>.
* <p><em>If <code>parentID<code> is set, use <code>localStart</code> to set the local position of the start point.</em></p> * <p><em>If <code>parentID</code> is set, use <code>localStart</code> to set the local position of the start point.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {Vec3} end - The end point of the line. Synonyms: <code>endPoint</code> and <code>p2</code>. * @property {Vec3} end - The end point of the line. Synonyms: <code>endPoint</code> and <code>p2</code>.
* <p><em>If <code>parentID<code> is set, use <code>localEnd</code> to set the local position of the end point.</em></p> * <p><em>If <code>parentID</code> is set, use <code>localEnd</code> to set the local position of the end point.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {Vec3} localStart - The local position of the overlay relative to its parent if the overlay has a * @property {Vec3} localStart - The local position of the overlay relative to its parent if the overlay has a
* <code>parentID</code> set, otherwise the same value as <code>start</code>. * <code>parentID</code> set, otherwise the same value as <code>start</code>.
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {Vec3} localEnd - The local position of the overlay relative to its parent if the overlay has a * @property {Vec3} localEnd - The local position of the overlay relative to its parent if the overlay has a
* <code>endParentID</code> set, otherwise the same value as <code>end</code>. * <code>endParentID</code> set, otherwise the same value as <code>end</code>.
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {number} length - The length of the line, in meters. This can be set after creating a line with start and end * @property {number} length - The length of the line, in meters. This can be set after creating a line with start and end
* points. * points.
* <p><em>Currently doesn't work.</em></p> * <p><em>Currently doesn't work.</em></p>
* <CURRENTLY BROKEN> * @comment CURRENTLY BROKEN
* @property {number} glow=0 - If <code>glow > 0</code>, the line is rendered with a glow. * @property {number} glow=0 - If <code>glow > 0</code>, the line is rendered with a glow.
* @property {number} lineWidth=0.02 - Width of the line, in meters. * @property {number} lineWidth=0.02 - Width of the line, in meters.
* <p><em>You can set this property's value but currently cannot retrieve its value. Use the <code>strokeWidths</code> * <p><em>You can set this property's value but currently cannot retrieve its value. Use the <code>strokeWidths</code>
* property to retrieve its value instead.</p> * property to retrieve its value instead.</em></p>
*/ */
/**jsdoc /**jsdoc
@ -1967,11 +1967,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -2010,11 +2010,11 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from
* <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period. * <code>pulseMin</code> to <code>pulseMax</code>, then <code>pulseMax</code> to <code>pulseMin</code> in one period.
* @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the
* current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * current pulse multiplier value each frame. If &gt; 0 the pulse multiplier is applied in phase with the pulse period; if &lt; 0
* the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise
* used.) * used.)
* *
@ -2029,7 +2029,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>. * <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is * @property {boolean} isSolid=false - <code>true</code> if the overlay is rendered as a solid, <code>false</code> if it is
* rendered as a wire frame. * rendered as a wire frame.
* Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>. * Synonyms: <code>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>. * Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code> * @property {boolean} ignorePickIntersection=false - <code>true</code> if {@link Picks} ignore the overlay, <code>false</code>
* if they don't. * if they don't.

View file

@ -63,7 +63,7 @@ public:
* <p>Specifies the initial conditions of the IK solver.</p> * <p>Specifies the initial conditions of the IK solver.</p>
* <table> * <table>
* <thead> * <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th> * <tr><th>Value</th><th>Name</th><th>Description</th>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code></td><td>RelaxToUnderPoses</td><td>This is a blend: it is 15/16 <code>PreviousSolution</code> * <tr><td><code>0</code></td><td>RelaxToUnderPoses</td><td>This is a blend: it is 15/16 <code>PreviousSolution</code>

View file

@ -28,7 +28,7 @@ public:
* <p>Specifies sets of joints.</p> * <p>Specifies sets of joints.</p>
* <table> * <table>
* <thead> * <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th> * <tr><th>Value</th><th>Name</th><th>Description</th>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code></td><td>FullBodyBoneSet</td><td>All joints.</td></tr> * <tr><td><code>0</code></td><td>FullBodyBoneSet</td><td>All joints.</td></tr>

View file

@ -20,7 +20,7 @@ public:
* <p>An IK target type.</p> * <p>An IK target type.</p>
* <table> * <table>
* <thead> * <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th> * <tr><th>Value</th><th>Name</th><th>Description</th>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code></td><td>RotationAndPosition</td><td>Attempt to reach the rotation and position end * <tr><td><code>0</code></td><td>RotationAndPosition</td><td>Attempt to reach the rotation and position end

View file

@ -95,7 +95,7 @@ static const QString MAIN_STATE_MACHINE_RIGHT_HAND_POSITION("mainStateMachineRig
* <p><strong>Warning:</strong> These properties are subject to change. * <p><strong>Warning:</strong> These properties are subject to change.
* <table> * <table>
* <thead> * <thead>
* <tr><th>Name</th><th>Type</p><th>Description</th> * <tr><th>Name</th><th>Type</th><th>Description</th>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>userAnimNone</code></td><td>boolean</td><td><code>true</code> when no user overrideAnimation is * <tr><td><code>userAnimNone</code></td><td>boolean</td><td><code>true</code> when no user overrideAnimation is

View file

@ -171,7 +171,7 @@ namespace controller {
* <tr><td><code>RightFoot</code></td><td>number</td><td>{@link Pose}</td><td>Set the right foot pose of the user's * <tr><td><code>RightFoot</code></td><td>number</td><td>{@link Pose}</td><td>Set the right foot pose of the user's
* avatar.</td></tr> * avatar.</td></tr>
* *
* <tr><td colSpan=4><strong><strong>Application</strong></td> * <tr><td colSpan=4><strong>Application</strong></td>
* <tr><td><code>BoomIn</code></td><td>number</td><td>number</td><td>Zoom camera in from third person toward first * <tr><td><code>BoomIn</code></td><td>number</td><td>number</td><td>Zoom camera in from third person toward first
* person view.</td></tr> * person view.</td></tr>
* <tr><td><code>BoomOut</code></td><td>number</td><td>number</td><td>Zoom camera out from first person to third * <tr><td><code>BoomOut</code></td><td>number</td><td>number</td><td>Zoom camera out from first person to third

View file

@ -33,7 +33,7 @@ void StandardController::focusOutEvent() {
* identifying each output. <em>Read-only.</em></p> * identifying each output. <em>Read-only.</em></p>
* <p>These outputs can be mapped to actions or functions in a {@link RouteObject} mapping. The data value provided by each * <p>These outputs can be mapped to actions or functions in a {@link RouteObject} mapping. The data value provided by each
* control is either a number or a {@link Pose}. Numbers are typically normalized to <code>0.0</code> or <code>1.0</code> for * control is either a number or a {@link Pose}. Numbers are typically normalized to <code>0.0</code> or <code>1.0</code> for
* button states, the range <code>0.0</code> &ndash; </code>1.0</code> for unidirectional scales, and the range * button states, the range <code>0.0</code> &ndash; <code>1.0</code> for unidirectional scales, and the range
* <code>-1.0</code> &ndash; <code>1.0</code> for bidirectional scales.</p> * <code>-1.0</code> &ndash; <code>1.0</code> for bidirectional scales.</p>
* <p>Each hardware device has a mapping from its outputs to a subset of <code>Controller.Standard</code> items, specified in a * <p>Each hardware device has a mapping from its outputs to a subset of <code>Controller.Standard</code> items, specified in a
* JSON file. For example, * JSON file. For example,
@ -118,8 +118,7 @@ void StandardController::focusOutEvent() {
* button.</td></tr> * button.</td></tr>
* <tr><td><code>RightThumbUp</code></td><td>number</td><td>number</td><td>Right thumb not touching primary or secondary * <tr><td><code>RightThumbUp</code></td><td>number</td><td>number</td><td>Right thumb not touching primary or secondary
* thumb buttons.</td></tr> * thumb buttons.</td></tr>
* <tr><td><code>LeftPrimaryIndex</code></td><td>number</td><td>number</td><td>Left primary index control * <tr><td><code>LeftPrimaryIndex</code></td><td>number</td><td>number</td><td>Left primary index control pressed.</td></tr>
* pressed.</em></td></tr>
* <tr><td><code>LeftSecondaryIndex</code></td><td>number</td><td>number</td><td>Left secondary index control pressed. * <tr><td><code>LeftSecondaryIndex</code></td><td>number</td><td>number</td><td>Left secondary index control pressed.
* </td></tr> * </td></tr>
* <tr><td><code>RightPrimaryIndex</code></td><td>number</td><td>number</td><td>Right primary index control pressed. * <tr><td><code>RightPrimaryIndex</code></td><td>number</td><td>number</td><td>Right primary index control pressed.

View file

@ -86,7 +86,7 @@ class UserInputMapper;
* @typedef {object} Controller.MappingJSONRoute * @typedef {object} Controller.MappingJSONRoute
* @property {string|Controller.MappingJSONAxis} from - The name of a {@link Controller.Hardware} property or an axis made from * @property {string|Controller.MappingJSONAxis} from - The name of a {@link Controller.Hardware} property or an axis made from
* them. If a property name, the leading <code>"Controller.Hardware."</code> can be omitted. * them. If a property name, the leading <code>"Controller.Hardware."</code> can be omitted.
* @property {boolean} [peek=false] - If <codd>true</code>, then peeking is enabled per {@link RouteObject#peek}. * @property {boolean} [peek=false] - If <code>true</code>, then peeking is enabled per {@link RouteObject#peek}.
* @property {boolean} [debug=false] - If <code>true</code>, then debug is enabled per {@link RouteObject#debug}. * @property {boolean} [debug=false] - If <code>true</code>, then debug is enabled per {@link RouteObject#debug}.
* @property {string|string[]} [when=[]] - One or more numeric {@link Controller.Hardware} property names which are evaluated * @property {string|string[]} [when=[]] - One or more numeric {@link Controller.Hardware} property names which are evaluated
* as booleans and ANDed together. Prepend a property name with a <code>!</code> to do a logical NOT. The leading * as booleans and ANDed together. Prepend a property name with a <code>!</code> to do a logical NOT. The leading

View file

@ -130,8 +130,8 @@ variables. These argument variables are used by the code which is run when bull
* <tr><td><code>"ball-socket"</code></td><td>Object constraint</td> * <tr><td><code>"ball-socket"</code></td><td>Object constraint</td>
* <td>Connects two entities with a ball and socket joint.</td> * <td>Connects two entities with a ball and socket joint.</td>
* <td>{@link Entities.ActionArguments-BallSocket}</td></tr> * <td>{@link Entities.ActionArguments-BallSocket}</td></tr>
* <tr><td><code>"spring"</code></td><td colspan="3">Synonym for <code>"tractor"</code>. * <tr><td><code>"spring"</code></td><td>&nbsp;</td><td>Synonym for <code>"tractor"</code>.
* <span class="important">Deprecated.</span></td></tr> * <p class="important">Deprecated.</p></td><td>&nbsp;</td></tr>
* </tbody> * </tbody>
* </table> * </table>
* @typedef {string} Entities.ActionType * @typedef {string} Entities.ActionType

View file

@ -944,7 +944,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {number} materialMappingRot=0 - How much to rotate the material within the parent's UV-space, in degrees. * @property {number} materialMappingRot=0 - How much to rotate the material within the parent's UV-space, in degrees.
* @property {boolean} materialRepeat=true - <code>true</code> if the material repeats, <code>false</code> if it doesn't. If * @property {boolean} materialRepeat=true - <code>true</code> if the material repeats, <code>false</code> if it doesn't. If
* <code>false</code>, fragments outside of texCoord 0 &ndash; 1 will be discarded. Works in both <code>"uv"</code> and * <code>false</code>, fragments outside of texCoord 0 &ndash; 1 will be discarded. Works in both <code>"uv"</code> and
* </code>"projected"</code> modes. * <code>"projected"</code> modes.
* @example <caption>Color a sphere using a Material entity.</caption> * @example <caption>Color a sphere using a Material entity.</caption>
* var entityID = Entities.addEntity({ * var entityID = Entities.addEntity({
* type: "Sphere", * type: "Sphere",
@ -1309,7 +1309,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {number} bottomMargin=0.0 - The bottom margin, in meters. * @property {number} bottomMargin=0.0 - The bottom margin, in meters.
* @property {boolean} unlit=false - <code>true</code> if the entity is unaffected by lighting, <code>false</code> if it is lit * @property {boolean} unlit=false - <code>true</code> if the entity is unaffected by lighting, <code>false</code> if it is lit
* by the key light and local lights. * by the key light and local lights.
* @property {string} font="" - The font to render the text with. It can be one of the following: <code>"Courier"</code, * @property {string} font="" - The font to render the text with. It can be one of the following: <code>"Courier"</code>,
* <code>"Inconsolata"</code>, <code>"Roboto"</code>, <code>"Timeless"</code>, or a path to a .sdff file. * <code>"Inconsolata"</code>, <code>"Roboto"</code>, <code>"Timeless"</code>, or a path to a .sdff file.
* @property {Entities.TextEffect} textEffect="none" - The effect that is applied to the text. * @property {Entities.TextEffect} textEffect="none" - The effect that is applied to the text.
* @property {Color} textEffectColor=255,255,255 - The color of the effect. * @property {Color} textEffectColor=255,255,255 - The color of the effect.

View file

@ -1870,7 +1870,7 @@ public slots:
/**jsdoc /**jsdoc
* Called when a {@link Entities.getMeshes} call is complete. * Called when a {@link Entities.getMeshes} call is complete.
* @callback Entities~getMeshesCallback * @callback Entities~getMeshesCallback
* @param {MeshProxy[]} meshes - If <code>success<</code> is <code>true</code>, a {@link MeshProxy} per mesh in the * @param {MeshProxy[]} meshes - If <code>success</code> is <code>true</code>, a {@link MeshProxy} per mesh in the
* <code>Model</code> or <code>PolyVox</code> entity; otherwise <code>undefined</code>. * <code>Model</code> or <code>PolyVox</code> entity; otherwise <code>undefined</code>.
* @param {boolean} success - <code>true</code> if the {@link Entities.getMeshes} call was successful, <code>false</code> * @param {boolean} success - <code>true</code> if the {@link Entities.getMeshes} call was successful, <code>false</code>
* otherwise. The call may be unsuccessful if the requested entity could not be found. * otherwise. The call may be unsuccessful if the requested entity could not be found.

View file

@ -225,7 +225,7 @@ controller::Input KeyboardMouseDevice::InputDevice::makeInput(KeyboardMouseDevic
* *
* <table> * <table>
* <thead> * <thead>
* <tr><th>Property</th><th>Type</th><td>Data</th><th>Description</th></tr> * <tr><th>Property</th><th>Type</th><th>Data</th><th>Description</th></tr>
* </thead> * </thead>
* <tbody> * <tbody>
* <tr><td><code>0</code> &ndash; <code>9</code></td><td>number</td><td>number</td><td>A "0" &ndash; "1" key on the * <tr><td><code>0</code> &ndash; <code>9</code></td><td>number</td><td>number</td><td>A "0" &ndash; "1" key on the

View file

@ -23,7 +23,7 @@
/**jsdoc /**jsdoc
* The <code>Midi</code> API provides the ability to connect Interface with musical instruments and other external or virtual * The <code>Midi</code> API provides the ability to connect Interface with musical instruments and other external or virtual
* devices via the MIDI protocol. For further information and examples, see the tutorial: * devices via the MIDI protocol. For further information and examples, see the tutorial:
* <a href="https://docs.highfidelity.com/en/rc81/script/midi-tutorial.html">Use MIDI to Control Your Environment</a>.</p> * <a href="https://docs.highfidelity.com/en/rc81/script/midi-tutorial.html">Use MIDI to Control Your Environment</a>.
* *
* <p><strong>Note:</strong> Only works on Windows.</p> * <p><strong>Note:</strong> Only works on Windows.</p>
* *

View file

@ -188,11 +188,11 @@ public slots:
/**jsdoc /**jsdoc
* Takes you to a specified metaverse address. * Takes you to a specified metaverse address.
* @function location.handleLookupString * @function location.handleLookupString
* @param {string} address - The address to go to: a <code>"hifi://"<code> address, an IP address (e.g., * @param {string} address - The address to go to: a <code>"hifi://"</code> address, an IP address (e.g.,
* <code>"127.0.0.1"</code> or <code>"localhost"</code>), a domain name, a named path on a domain (starts with * <code>"127.0.0.1"</code> or <code>"localhost"</code>), a domain name, a named path on a domain (starts with
* <code>"/"</code>), a position or position and orientation, or a user (starts with <code>"@"</code>). * <code>"/"</code>), a position or position and orientation, or a user (starts with <code>"@"</code>).
* @param {boolean} [fromSuggestions=false] - Set to <code>true</code> if the address is obtained from the "Goto" dialog. * @param {boolean} [fromSuggestions=false] - Set to <code>true</code> if the address is obtained from the "Goto" dialog.
* Helps ensure that user's location history is correctly maintained. * Helps ensure that user's location history is correctly maintained.
*/ */
void handleLookupString(const QString& lookupString, bool fromSuggestions = false); void handleLookupString(const QString& lookupString, bool fromSuggestions = false);
@ -259,7 +259,7 @@ public slots:
/**jsdoc /**jsdoc
* Checks if going back to the previous location is possible. * Checks if going back to the previous location is possible.
* @function location.canGoBack * @function location.canGoBack
* @returns <code>true</code> if going back is possible, <code>false</code> if it isn't. * @returns {boolean} <code>true</code> if going back is possible, <code>false</code> if it isn't.
*/ */
bool canGoBack() const; bool canGoBack() const;

View file

@ -223,7 +223,7 @@ public slots:
/**jsdoc /**jsdoc
* Gets the "front" direction that the camera would face if its orientation was set to the quaternion value. * Gets the "front" direction that the camera would face if its orientation was set to the quaternion value.
* This is a synonym for {@link Quat(0).getForward|Quat.getForward}. * This is a synonym for {@link Quat(0).getForward|Quat.getForward}.
* The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, </code>-z</code> = forward. * The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, <code>-z</code> = forward.
* @function Quat(0).getFront * @function Quat(0).getFront
* @param {Quat} orientation - A quaternion representing an orientation. * @param {Quat} orientation - A quaternion representing an orientation.
* @returns {Vec3} The negative z-axis rotated by <code>orientation</code>. * @returns {Vec3} The negative z-axis rotated by <code>orientation</code>.
@ -233,7 +233,7 @@ public slots:
/**jsdoc /**jsdoc
* Gets the "forward" direction that the camera would face if its orientation was set to the quaternion value. * Gets the "forward" direction that the camera would face if its orientation was set to the quaternion value.
* This is a synonym for {@link Quat(0).getFront|Quat.getFront}. * This is a synonym for {@link Quat(0).getFront|Quat.getFront}.
* The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, </code>-z</code> = forward. * The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, <code>-z</code> = forward.
* @function Quat(0).getForward * @function Quat(0).getForward
* @param {Quat} orientation - A quaternion representing an orientation. * @param {Quat} orientation - A quaternion representing an orientation.
* @returns {Vec3} The negative z-axis rotated by <code>orientation</code>. * @returns {Vec3} The negative z-axis rotated by <code>orientation</code>.
@ -245,7 +245,7 @@ public slots:
/**jsdoc /**jsdoc
* Gets the "right" direction that the camera would have if its orientation was set to the quaternion value. * Gets the "right" direction that the camera would have if its orientation was set to the quaternion value.
* The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, </code>-z</code> = forward. * The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, <code>-z</code> = forward.
* @function Quat(0).getRight * @function Quat(0).getRight
* @param {Quat} orientation - A quaternion representing an orientation. * @param {Quat} orientation - A quaternion representing an orientation.
* @returns {Vec3} The x-axis rotated by <code>orientation</code>. * @returns {Vec3} The x-axis rotated by <code>orientation</code>.
@ -254,7 +254,7 @@ public slots:
/**jsdoc /**jsdoc
* Gets the "up" direction that the camera would have if its orientation was set to the quaternion value. * Gets the "up" direction that the camera would have if its orientation was set to the quaternion value.
* The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, </code>-z</code> = forward. * The High Fidelity camera has axes <code>x</code> = right, <code>y</code> = up, <code>-z</code> = forward.
* @function Quat(0).getUp * @function Quat(0).getUp
* @param {Quat} orientation - A quaternion representing an orientation. * @param {Quat} orientation - A quaternion representing an orientation.
* @returns {Vec3} The y-axis rotated by <code>orientation</code>. * @returns {Vec3} The y-axis rotated by <code>orientation</code>.