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Avatar API JSDoc stubs
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6 changed files with 161 additions and 22 deletions
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@ -17,20 +17,144 @@
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#include <AvatarData.h>
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#include <ScriptEngine.h>
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/**jsdoc
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* The <code>Avatar</code> API is used to manipulate scriptable avatars on the domain. This API is a subset of the
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* {@link MyAvatar} API.
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*
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* <p><strong>Note:</strong> In the examples, use "<code>Avatar</code>" instead of "<code>MyAvatar</code>".</p>
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*
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* @namespace Avatar
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*
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* @hifi-assignment-client
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*
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* @property {Vec3} position
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* @property {number} scale
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* @property {number} density <em>Read-only.</em>
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* @property {Vec3} handPosition
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* @property {number} bodyYaw - The rotation left or right about an axis running from the head to the feet of the avatar.
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* Yaw is sometimes called "heading".
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* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
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* sometimes called "elevation".
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* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
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* sometimes called "bank".
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* @property {Quat} orientation
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* @property {Quat} headOrientation - The orientation of the avatar's head.
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* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
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* sometimes called "elevation".
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* @property {number} headYaw - The rotation left or right about an axis running from the base to the crown of the avatar's
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* head. Yaw is sometimes called "heading".
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* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
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* sometimes called "bank".
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* @property {Vec3} velocity
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* @property {Vec3} angularVelocity
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* @property {number} audioLoudness
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* @property {number} audioAverageLoudness
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* @property {string} displayName
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* @property {string} sessionDisplayName - Sanitized, defaulted version displayName that is defined by the AvatarMixer
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* rather than by Interface clients. The result is unique among all avatars present at the time.
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* @property {boolean} lookAtSnappingEnabled
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* @property {string} skeletonModelURL
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* @property {AttachmentData[]} attachmentData
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* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
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* @property {Uuid} sessionUUID <em>Read-only.</em>
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* @property {Mat4} sensorToWorldMatrix <em>Read-only.</em>
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* @property {Mat4} controllerLeftHandMatrix <em>Read-only.</em>
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* @property {Mat4} controllerRightHandMatrix <em>Read-only.</em>
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* @property {number} sensorToWorldScale <em>Read-only.</em>
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*
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* @borrows MyAvatar.getDomainMinScale as getDomainMinScale
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* @borrows MyAvatar.getDomainMaxScale as getDomainMaxScale
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* @borrows MyAvatar.canMeasureEyeHeight as canMeasureEyeHeight
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* @borrows MyAvatar.getEyeHeight as getEyeHeight
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* @borrows MyAvatar.getHeight as getHeight
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* @borrows MyAvatar.setHandState as setHandState
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* @borrows MyAvatar.getHandState as getHandState
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* @borrows MyAvatar.setRawJointData as setRawJointData
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* @borrows MyAvatar.setJointData as setJointData
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* @borrows MyAvatar.setJointRotation as setJointRotation
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* @borrows MyAvatar.setJointTranslation as setJointTranslation
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* @borrows MyAvatar.clearJointData as clearJointData
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* @borrows MyAvatar.isJointDataValid as isJointDataValid
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* @borrows MyAvatar.getJointRotation as getJointRotation
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* @borrows MyAvatar.getJointTranslation as getJointTranslation
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* @borrows MyAvatar.getJointRotations as getJointRotations
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* @borrows MyAvatar.getJointTranslations as getJointTranslations
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* @borrows MyAvatar.setJointRotations as setJointRotations
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* @borrows MyAvatar.setJointTranslations as setJointTranslations
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* @borrows MyAvatar.clearJointsData as clearJointsData
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* @borrows MyAvatar.getJointIndex as getJointIndex
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* @borrows MyAvatar.getJointNames as getJointNames
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* @borrows MyAvatar.setBlendshape as setBlendshape
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* @borrows MyAvatar.getAttachmentsVariant as getAttachmentsVariant
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* @borrows MyAvatar.setAttachmentsVariant as setAttachmentsVariant
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* @borrows MyAvatar.updateAvatarEntity as updateAvatarEntity
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* @borrows MyAvatar.clearAvatarEntity as clearAvatarEntity
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* @borrows MyAvatar.setForceFaceTrackerConnected as setForceFaceTrackerConnected
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* @borrows MyAvatar.getAttachmentData as getAttachmentData
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* @borrows MyAvatar.setAttachmentData as setAttachmentData
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* @borrows MyAvatar.attach as attach
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* @borrows MyAvatar.detachOne as detachOne
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* @borrows MyAvatar.detachAll as detachAll
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* @borrows MyAvatar.getAvatarEntityData as getAvatarEntityData
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* @borrows MyAvatar.setAvatarEntityData as setAvatarEntityData
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* @borrows MyAvatar.getSensorToWorldMatrix as getSensorToWorldMatrix
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* @borrows MyAvatar.getSensorToWorldScale as getSensorToWorldScale
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* @borrows MyAvatar.getControllerLeftHandMatrix as getControllerLeftHandMatrix
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* @borrows MyAvatar.getControllerRightHandMatrix as getControllerRightHandMatrix
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* @borrows MyAvatar.getDataRate as getDataRate
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* @borrows MyAvatar.getUpdateRate as getUpdateRate
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* @borrows MyAvatar.displayNameChanged as displayNameChanged
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* @borrows MyAvatar.sessionDisplayNameChanged as sessionDisplayNameChanged
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* @borrows MyAvatar.skeletonModelURLChanged as skeletonModelURLChanged
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* @borrows MyAvatar.lookAtSnappingChanged as lookAtSnappingChanged
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* @borrows MyAvatar.sessionUUIDChanged as sessionUUIDChanged
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* @borrows MyAvatar.sendAvatarDataPacket as sendAvatarDataPacket
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* @borrows MyAvatar.sendIdentityPacket as sendIdentityPacket
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* @borrows MyAvatar.setJointMappingsFromNetworkReply as setJointMappingsFromNetworkReply
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* @borrows MyAvatar.setSessionUUID as setSessionUUID
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* @borrows MyAvatar.getAbsoluteJointRotationInObjectFrame as getAbsoluteJointRotationInObjectFrame
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* @borrows MyAvatar.getAbsoluteJointTranslationInObjectFrame as getAbsoluteJointTranslationInObjectFrame
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* @borrows MyAvatar.setAbsoluteJointRotationInObjectFrame as setAbsoluteJointRotationInObjectFrame
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* @borrows MyAvatar.setAbsoluteJointTranslationInObjectFrame as setAbsoluteJointTranslationInObjectFrame
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* @borrows MyAvatar.getTargetScale as getTargetScale
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* @borrows MyAvatar.resetLastSent as resetLastSent
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*/
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class ScriptableAvatar : public AvatarData, public Dependency {
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Q_OBJECT
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public:
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/**jsdoc
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* @function Avatar.startAnimation
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* @param {string} url
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* @param {number} [fps=30]
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* @param {number} [priority=1]
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* @param {boolean} [loop=false]
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* @param {boolean} [hold=false]
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* @param {number} [firstFrame=0]
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* @param {number} [lastFrame=3.403e+38]
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* @param {string[]} [maskedJoints=[]]
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*/
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/// Allows scripts to run animations.
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Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
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bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
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bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX,
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const QStringList& maskedJoints = QStringList());
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/**jsdoc
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* @function Avatar.stopAnimation
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*/
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Q_INVOKABLE void stopAnimation();
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/**jsdoc
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* @function Avatar.getAnimationDetails
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* @returns {Avatar.AnimationDetails}
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*/
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Q_INVOKABLE AnimationDetails getAnimationDetails();
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
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virtual QByteArray toByteArrayStateful(AvatarDataDetail dataDetail, bool dropFaceTracking = false) override;
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private slots:
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void update(float deltatime);
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@ -137,9 +137,9 @@ class MyAvatar : public Avatar {
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* @property {number} scale
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* @property {number} density <em>Read-only.</em>
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* @property {Vec3} handPosition
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* @property {number} bodyYaw - The rotation left or right about an axis running from the head to the feet of MyAvatar. Yaw
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* is sometimes called "heading".
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* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of MyAvatar. Pitch is
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* @property {number} bodyYaw - The rotation left or right about an axis running from the head to the feet of the avatar.
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* Yaw is sometimes called "heading".
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* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
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* sometimes called "elevation".
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* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
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* sometimes called "bank".
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@ -2363,7 +2363,7 @@ glm::vec3 AvatarData::getAbsoluteJointTranslationInObjectFrame(int index) const
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}
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/**jsdoc
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* @typedef MyAvatar.AttachmentData
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* @typedef AttachmentData
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* @property {string} modelUrl
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* @property {string} jointName
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* @property {Vec3} translation
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class AvatarData : public QObject, public SpatiallyNestable {
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Q_OBJECT
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// The following properties have JSDoc in MyAvatar.h.
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// The following properties have JSDoc in MyAvatar.h and ScriptableAvatar.h
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Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
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Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale)
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Q_PROPERTY(float density READ getDensity)
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float getDomainLimitedScale() const;
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/**jsdoc
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* returns the minimum scale allowed for this avatar in the current domain.
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* Returns the minimum scale allowed for this avatar in the current domain.
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* This value can change as the user changes avatars or when changing domains.
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* @function MyAvatar.getDomainMinScale
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* @returns {number} minimum scale allowed for this avatar in the current domain.
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Q_INVOKABLE float getDomainMinScale() const;
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/**jsdoc
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* returns the maximum scale allowed for this avatar in the current domain.
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* Returns the maximum scale allowed for this avatar in the current domain.
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* This value can change as the user changes avatars or when changing domains.
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* @function MyAvatar.getDomainMaxScale
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* @returns {number} maximum scale allowed for this avatar in the current domain.
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*/
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Q_INVOKABLE float getDomainMaxScale() const;
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// returns eye height of avatar in meters, ignoreing avatar scale.
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// Returns eye height of avatar in meters, ignoring avatar scale.
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// if _targetScale is 1 then this will be identical to getEyeHeight;
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virtual float getUnscaledEyeHeight() const { return DEFAULT_AVATAR_EYE_HEIGHT; }
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* Get the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
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* @function MyAvatar.getJointRotations
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* @returns {Quat[]} The rotations of all joints relative to each's parent. The values are in the same order as the array
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* returned by {@link MyAvatar.getJointNames}.
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* returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
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* @example <caption>Report the rotations of all your avatar's joints.</caption>
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* print(JSON.stringify(MyAvatar.getJointRotations()));
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*/
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* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
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* @function MyAvatar.setJointRotations
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* @param {Quat[]} jointRotations - The rotations for all joints in the avatar. The values are in the same order as the
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* array returned by {@link MyAvatar.getJointNames}.
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* array returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
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* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
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* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/user/pages/06.api-reference/25.myavatar/armpose.png" />
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* </caption>
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/**jsdoc
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* Get the joint index for a named joint. The joint index value is the position of the joint in the array returned by
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* {@link MyAvatar.getJointNames}.
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* {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
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* @function MyAvatar.getJointIndex
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* @param {string} name - The name of the joint.
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* @returns {number} The index of the joint.
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/**jsdoc
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* Get information about all models currently attached to your avatar.
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* @function MyAvatar.getAttachmentData
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* @returns {MyAvatar.AttachmentData[]} Information about all models attached to your avatar.
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* @returns {AttachmentData[]} Information about all models attached to your avatar.
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* @example <caption>Report the URLs of all current attachments.</caption>
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* var attachments = MyAvatar.getaAttachmentData();
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* for (var i = 0; i < attachments.length; i++) {
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/**jsdoc
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* Set all models currently attached to your avatar. For example, if you retrieve attachment data using
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* {@link MyAvatar.getAttachmentData}, make changes to it, and then want to update your avatar's attachments per the
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* {@link MyAvatar.getAttachmentData} or {@link Avatar.getAttachmentData}, make changes to it, and then want to update your avatar's attachments per the
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* changed data. You can also remove all attachments by using setting <code>attachmentData</code> to <code>null</code>.
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* @function MyAvatar.setAttachmentData
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* @param {MyAvatar.AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
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* @param {AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
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* <code>null</code> to remove all attachments.
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* @example <caption>Remove a hat attachment if your avatar is wearing it.</caption>
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* var hatURL = "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx";
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* Nor can you use this function to attach an entity (such as a sphere or a box) to your avatar.</p>
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* @function MyAvatar.attach
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* @param {string} modelURL - The URL of the model to attach. Models can be .FBX or .OBJ format.
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* @param {string} [jointName=""] - The name of the avatar joint (see {@link MyAvatar.getJointNames}) to attach the model
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* @param {string} [jointName=""] - The name of the avatar joint (see {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}) to attach the model
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* to.
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* @param {Vec3} [translation=Vec3.ZERO] - The offset to apply to the model relative to the joint position.
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* @param {Quat} [rotation=Quat.IDENTITY] - The rotation to apply to the model relative to the joint orientation.
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running(running), currentFrame(currentFrame), allowTranslation(allowTranslation) {
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}
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/**jsdoc
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* @typedef {object} Avatar.AnimationDetails
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* @property {string} role
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* @property {string} url
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* @property {number} fps
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* @property {number} priority
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* @property {boolean} loop
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* @property {boolean} hold
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* @property {boolean} startAutomatically
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* @property {number} firstFrame
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* @property {number} lastFrame
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* @property {boolean} running
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* @property {number} currentFrame
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* @property {boolean} allowTranslation
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*/
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QScriptValue animationDetailsToScriptValue(QScriptEngine* engine, const AnimationDetails& details) {
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QScriptValue obj = engine->newObject();
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obj.setProperty("role", details.role);
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@ -21,6 +21,7 @@ exports.handlers = {
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// directories to scan for jsdoc comments
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var dirList = [
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'../../assignment-client/src',
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'../../assignment-client/src/avatars',
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'../../assignment-client/src/entities',
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'../../assignment-client/src/octree',
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'../../interface/src',
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'../../interface/src/devices',
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'../../interface/src/java',
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'../../interface/src/networking',
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'../../interface/src/ui/',
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'../../interface/src/scripting',
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'../../interface/src/ui/overlays',
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'../../interface/src/raypick',
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'../../interface/src/scripting',
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'../../interface/src/ui/',
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'../../interface/src/ui/overlays',
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'../../libraries/animation/src',
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'../../libraries/audio-client/src',
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'../../libraries/audio/src',
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