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Fix for displaying moved properties' documentation in docs
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@ -76,6 +76,22 @@
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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} 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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* 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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* 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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* {@link MyAvatar.setBlendshape} method.
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*
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* @example <caption>Create a scriptable avatar.</caption>
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* (function () {
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@ -148,6 +148,22 @@ 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} 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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* 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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* 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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* {@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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* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
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