Merge pull request #15149 from ctrlaltdavid/M21222

Case 21222: Agent, Avatar, and MyAvatar JSDoc
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@ -18,16 +18,25 @@
#include "Agent.h"
/**jsdoc
* The <code>Agent</code> API enables an assignment client to emulate an avatar. Setting <code>isAvatar = true</code> connects
* the assignment client to the avatar and audio mixers, and enables the {@link Avatar} API to be used.
*
* @namespace Agent
*
* @hifi-assignment-client
*
* @property {boolean} isAvatar
* @property {boolean} isPlayingAvatarSound <em>Read-only.</em>
* @property {boolean} isListeningToAudioStream
* @property {boolean} isNoiseGateEnabled
* @property {number} lastReceivedAudioLoudness <em>Read-only.</em>
* @property {Uuid} sessionUUID <em>Read-only.</em>
* @property {boolean} isAvatar - <code>true</code> if the assignment client script is emulating an avatar, otherwise
* <code>false</code>.
* @property {boolean} isPlayingAvatarSound - <code>true</code> if the script has a sound to play, otherwise <code>false</code>.
* Sounds are played when <code>isAvatar</code> is <code>true</code>, from the position and with the orientation of the
* scripted avatar's head. <em>Read-only.</em>
* @property {boolean} isListeningToAudioStream - <code>true</code> if the agent is "listening" to the audio stream from the
* domain, otherwise <code>false</code>.
* @property {boolean} isNoiseGateEnabled - <code>true</code> if the noise gate is enabled, otherwise <code>false</code>. When
* enabled, the input audio stream is blocked (fully attenuated) if it falls below an adaptive threshold.
* @property {number} lastReceivedAudioLoudness - The current loudness of the audio input. Nominal range [<code>0.0</code> (no
* sound) &ndash; <code>1.0</code> (the onset of clipping)]. <em>Read-only.</em>
* @property {Uuid} sessionUUID - The unique ID associated with the agent's current session in the domain. <em>Read-only.</em>
*/
class AgentScriptingInterface : public QObject {
Q_OBJECT
@ -54,20 +63,43 @@ public:
public slots:
/**jsdoc
* Sets whether the script should emulate an avatar.
* @function Agent.setIsAvatar
* @param {boolean} isAvatar
* @param {boolean} isAvatar - <code>true</code> if the script emulates an avatar, otherwise <code>false</code>.
* @example <caption>Make an assignment client script emulate an avatar.</caption>
* (function () {
* Agent.setIsAvatar(true);
* Avatar.displayName = "AC avatar";
* print("Position: " + JSON.stringify(Avatar.position)); // 0, 0, 0
* }());
*/
void setIsAvatar(bool isAvatar) const { _agent->setIsAvatar(isAvatar); }
/**jsdoc
* Checks whether the script is emulating an avatar.
* @function Agent.isAvatar
* @returns {boolean}
* @returns {boolean} <code>true</code> if the script is emulating an avatar, otherwise <code>false</code>.
* @example <caption>Check whether the agent is emulating an avatar.</caption>
* (function () {
* print("Agent is avatar: " + Agent.isAvatar());
* print("Agent is avatar: " + Agent.isAvatar); // Same result.
* }());
*/
bool isAvatar() const { return _agent->isAvatar(); }
/**jsdoc
* Plays a sound from the position and with the orientation of the emulated avatar's head. No sound is played unless
* <code>isAvatar == true</code>.
* @function Agent.playAvatarSound
* @param {object} avatarSound
* @param {SoundObject} avatarSound - The sound played.
* @example <caption>Play a sound from an emulated avatar.</caption>
* (function () {
* Agent.isAvatar = true;
* var sound = SoundCache.getSound(Script.resourcesPath() + "sounds/sample.wav");
* Script.setTimeout(function () { // Give the sound time to load.
* Agent.playAvatarSound(sound);
* }, 1000);
* }());
*/
void playAvatarSound(SharedSoundPointer avatarSound) const { _agent->playAvatarSound(avatarSound); }

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@ -20,25 +20,29 @@
/**jsdoc
* The <code>Avatar</code> API is used to manipulate scriptable avatars on the domain. This API is a subset of the
* {@link MyAvatar} API.
* {@link MyAvatar} API. To enable this API, set {@link Agent|Agent.isAvatar} to <code>true</code>.
*
* <p>For Interface, client entity, and avatar scripts, see {@link MyAvatar}.</p>
*
* <p><strong>Note:</strong> In the examples, use "<code>Avatar</code>" instead of "<code>MyAvatar</code>".</p>
*
* @namespace Avatar
*
* @hifi-assignment-client
*
* @property {Vec3} position
* @property {number} scale
* @property {number} density <em>Read-only.</em>
* @property {Vec3} handPosition
* @property {number} bodyYaw - The rotation left or right about an axis running from the head to the feet of the avatar.
* @comment IMPORTANT: This group of properties is copied from AvatarData.h; they should NOT be edited here.
* @property {Vec3} position - The position of the avatar.
* @property {number} scale=1.0 - The scale of the avatar. The value can be set to anything between <code>0.005</code> and
* <code>1000.0</code>. When the scale value is fetched, it may temporarily be further limited by the domain's settings.
* @property {number} density - The density of the avatar in kg/m<sup>3</sup>. The density is used to work out its mass in
* the application of physics. <em>Read-only.</em>
* @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar
* but is otherwise not used or changed by Interface.
* @property {number} bodyYaw - The left or right rotation about an axis running from the head to the feet of the avatar.
* Yaw is sometimes called "heading".
* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
* sometimes called "elevation".
* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
* sometimes called "bank".
* @property {Quat} orientation
* @property {Quat} orientation - The orientation of the avatar.
* @property {Quat} headOrientation - The orientation of the avatar's head.
* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
* sometimes called "elevation".
@ -46,79 +50,36 @@
* head. Yaw is sometimes called "heading".
* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
* sometimes called "bank".
* @property {Vec3} velocity
* @property {Vec3} angularVelocity
* @property {number} audioLoudness
* @property {number} audioAverageLoudness
* @property {string} displayName
* @property {string} sessionDisplayName - Sanitized, defaulted version displayName that is defined by the AvatarMixer
* rather than by Interface clients. The result is unique among all avatars present at the time.
* @property {boolean} lookAtSnappingEnabled
* @property {string} skeletonModelURL
* @property {AttachmentData[]} attachmentData
* @property {Vec3} velocity - The current velocity of the avatar.
* @property {Vec3} angularVelocity - The current angular velocity of the avatar.
* @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
* domain.
* @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting
* into the domain.
* @property {string} displayName - The avatar's display name.
* @property {string} sessionDisplayName - <code>displayName's</code> sanitized and default version defined by the avatar mixer
* rather than Interface clients. The result is unique among all avatars present in the domain at the time.
* @property {boolean} lookAtSnappingEnabled=true - <code>true</code> if the avatar's eyes snap to look at another avatar's
* eyes when the other avatar is in the line of sight and also has <code>lookAtSnappingEnabled == true</code>.
* @property {string} skeletonModelURL - The avatar's FST file.
* @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.<br />
* <strong>Deprecated:</strong> Use avatar entities instead.
* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
* @property {Uuid} sessionUUID <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix <em>Read-only.</em>
* @property {number} sensorToWorldScale <em>Read-only.</em>
* @property {Uuid} sessionUUID - Unique ID of the avatar in the domain. <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
* avatar's size, orientation, and position in the virtual world. <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
* size in the virtual world. <em>Read-only.</em>
*
* @borrows MyAvatar.getDomainMinScale as getDomainMinScale
* @borrows MyAvatar.getDomainMaxScale as getDomainMaxScale
* @borrows MyAvatar.canMeasureEyeHeight as canMeasureEyeHeight
* @borrows MyAvatar.getEyeHeight as getEyeHeight
* @borrows MyAvatar.getHeight as getHeight
* @borrows MyAvatar.setHandState as setHandState
* @borrows MyAvatar.getHandState as getHandState
* @borrows MyAvatar.setRawJointData as setRawJointData
* @borrows MyAvatar.setJointData as setJointData
* @borrows MyAvatar.setJointRotation as setJointRotation
* @borrows MyAvatar.setJointTranslation as setJointTranslation
* @borrows MyAvatar.clearJointData as clearJointData
* @borrows MyAvatar.isJointDataValid as isJointDataValid
* @borrows MyAvatar.getJointRotation as getJointRotation
* @borrows MyAvatar.getJointTranslation as getJointTranslation
* @borrows MyAvatar.getJointRotations as getJointRotations
* @borrows MyAvatar.getJointTranslations as getJointTranslations
* @borrows MyAvatar.setJointRotations as setJointRotations
* @borrows MyAvatar.setJointTranslations as setJointTranslations
* @borrows MyAvatar.clearJointsData as clearJointsData
* @borrows MyAvatar.getJointIndex as getJointIndex
* @borrows MyAvatar.getJointNames as getJointNames
* @borrows MyAvatar.setBlendshape as setBlendshape
* @borrows MyAvatar.getAttachmentsVariant as getAttachmentsVariant
* @borrows MyAvatar.setAttachmentsVariant as setAttachmentsVariant
* @borrows MyAvatar.updateAvatarEntity as updateAvatarEntity
* @borrows MyAvatar.clearAvatarEntity as clearAvatarEntity
* @borrows MyAvatar.setForceFaceTrackerConnected as setForceFaceTrackerConnected
* @borrows MyAvatar.getAttachmentData as getAttachmentData
* @borrows MyAvatar.setAttachmentData as setAttachmentData
* @borrows MyAvatar.attach as attach
* @borrows MyAvatar.detachOne as detachOne
* @borrows MyAvatar.detachAll as detachAll
* @borrows MyAvatar.getAvatarEntityData as getAvatarEntityData
* @borrows MyAvatar.setAvatarEntityData as setAvatarEntityData
* @borrows MyAvatar.getSensorToWorldMatrix as getSensorToWorldMatrix
* @borrows MyAvatar.getSensorToWorldScale as getSensorToWorldScale
* @borrows MyAvatar.getControllerLeftHandMatrix as getControllerLeftHandMatrix
* @borrows MyAvatar.getControllerRightHandMatrix as getControllerRightHandMatrix
* @borrows MyAvatar.getDataRate as getDataRate
* @borrows MyAvatar.getUpdateRate as getUpdateRate
* @borrows MyAvatar.displayNameChanged as displayNameChanged
* @borrows MyAvatar.sessionDisplayNameChanged as sessionDisplayNameChanged
* @borrows MyAvatar.skeletonModelURLChanged as skeletonModelURLChanged
* @borrows MyAvatar.lookAtSnappingChanged as lookAtSnappingChanged
* @borrows MyAvatar.sessionUUIDChanged as sessionUUIDChanged
* @borrows MyAvatar.sendAvatarDataPacket as sendAvatarDataPacket
* @borrows MyAvatar.sendIdentityPacket as sendIdentityPacket
* @borrows MyAvatar.setJointMappingsFromNetworkReply as setJointMappingsFromNetworkReply
* @borrows MyAvatar.setSessionUUID as setSessionUUID
* @borrows MyAvatar.getAbsoluteJointRotationInObjectFrame as getAbsoluteJointRotationInObjectFrame
* @borrows MyAvatar.getAbsoluteJointTranslationInObjectFrame as getAbsoluteJointTranslationInObjectFrame
* @borrows MyAvatar.setAbsoluteJointRotationInObjectFrame as setAbsoluteJointRotationInObjectFrame
* @borrows MyAvatar.setAbsoluteJointTranslationInObjectFrame as setAbsoluteJointTranslationInObjectFrame
* @borrows MyAvatar.getTargetScale as getTargetScale
* @borrows MyAvatar.resetLastSent as resetLastSent
* @example <caption>Create a scriptable avatar.</caption>
* (function () {
* Agent.setIsAvatar(true);
* print("Position: " + JSON.stringify(Avatar.position)); // 0, 0, 0
* }());
*/
class ScriptableAvatar : public AvatarData, public Dependency {
@ -132,15 +93,17 @@ public:
ScriptableAvatar();
/**jsdoc
* Starts playing an animation on the avatar.
* @function Avatar.startAnimation
* @param {string} url
* @param {number} [fps=30]
* @param {number} [priority=1]
* @param {boolean} [loop=false]
* @param {boolean} [hold=false]
* @param {number} [firstFrame=0]
* @param {number} [lastFrame=3.403e+38]
* @param {string[]} [maskedJoints=[]]
* @param {string} url - The animation file's URL. Animation files need to be in the FBX format but only need to contain
* the avatar skeleton and animation data.
* @param {number} [fps=30] - The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
* @param {number} [priority=1] - <em>Not used.</em>
* @param {boolean} [loop=false] - <code>true</code> if the animation should loop, <code>false</code> if it shouldn't.
* @param {boolean} [hold=false] - <em>Not used.</em>
* @param {number} [firstFrame=0] - The frame at which the animation starts.
* @param {number} [lastFrame=3.403e+38] - The frame at which the animation stops.
* @param {string[]} [maskedJoints=[]] - The names of joints that should not be animated.
*/
/// Allows scripts to run animations.
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
@ -148,39 +111,37 @@ public:
const QStringList& maskedJoints = QStringList());
/**jsdoc
* Stops playing the current animation.
* @function Avatar.stopAnimation
*/
Q_INVOKABLE void stopAnimation();
/**jsdoc
* Gets the details of the current avatar animation that is being or was recently played.
* @function Avatar.getAnimationDetails
* @returns {Avatar.AnimationDetails}
* @returns {Avatar.AnimationDetails} The current or recent avatar animation.
* @example <caption>Report the current animation details.</caption>
* var animationDetails = Avatar.getAnimationDetails();
* print("Animation details: " + JSON.stringify(animationDetails));
*/
Q_INVOKABLE AnimationDetails getAnimationDetails();
/**jsdoc
* Get the names of all the joints in the current avatar.
* @function MyAvatar.getJointNames
* @returns {string[]} The joint names.
* @example <caption>Report the names of all the joints in your current avatar.</caption>
* print(JSON.stringify(MyAvatar.getJointNames()));
*/
* @comment Uses the base class's JSDoc.
*/
Q_INVOKABLE virtual QStringList getJointNames() const override;
/**jsdoc
* Get the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* @function MyAvatar.getJointIndex
* @param {string} name - The name of the joint.
* @returns {number} The index of the joint.
* @example <caption>Report the index of your avatar's left arm joint.</caption>
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm"));
*/
* @comment Uses the base class's JSDoc.
*/
/// Returns the index of the joint with the specified name, or -1 if not found/unknown.
Q_INVOKABLE virtual int getJointIndex(const QString& name) const override;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
/**jsdoc
* @comment Uses the base class's JSDoc.
*/
int sendAvatarDataPacket(bool sendAll = false) override;
virtual QByteArray toByteArrayStateful(AvatarDataDetail dataDetail, bool dropFaceTracking = false) override;
@ -192,32 +153,42 @@ public:
void setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement);
bool getHasAudioEnabledFaceMovement() const override { return _headData->getHasAudioEnabledFaceMovement(); }
/**jsdoc
* Potentially Very Expensive. Do not use.
/**jsdoc
* Gets details of all avatar entities.
* <p><strong>Warning:</strong> Potentially an expensive call. Do not use if possible.</p>
* @function Avatar.getAvatarEntityData
* @returns {object}
* @returns {AvatarEntityMap} Details of the avatar entities.
* @example <caption>Report the current avatar entities.</caption>
* var avatarEntityData = Avatar.getAvatarEntityData();
* print("Avatar entities: " + JSON.stringify(avatarEntityData));
*/
Q_INVOKABLE AvatarEntityMap getAvatarEntityData() const override;
/**jsdoc
* @function MyAvatar.setAvatarEntityData
* @param {object} avatarEntityData
*/
* Sets all avatar entities from an object.
* <p><strong>Warning:</strong> Potentially an expensive call. Do not use if possible.</p>
* @function Avatar.setAvatarEntityData
* @param {AvatarEntityMap} avatarEntityData - Details of the avatar entities.
*/
Q_INVOKABLE void setAvatarEntityData(const AvatarEntityMap& avatarEntityData) override;
/**jsdoc
* @function MyAvatar.updateAvatarEntity
* @param {Uuid} entityID
* @param {string} entityData
* @comment Uses the base class's JSDoc.
*/
Q_INVOKABLE void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData) override;
public slots:
/**jsdoc
* @function Avatar.update
* @param {number} deltaTime - Delta time.
* @deprecated This function is deprecated and will be removed.
*/
void update(float deltatime);
/**jsdoc
* @function MyAvatar.setJointMappingsFromNetworkReply
*/
* @function Avatar.setJointMappingsFromNetworkReply
* @deprecated This function is deprecated and will be removed.
*/
void setJointMappingsFromNetworkReply();
private:

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@ -2385,7 +2385,19 @@ void MyAvatar::clearWornAvatarEntities() {
}
}
/**jsdoc
* Information about an avatar entity.
* <table>
* <thead>
* <tr><th>Property</th><th>Type</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>id</code></td><td>Uuid</td><td>Entity ID.</td></tr>
* <tr><td><code>properties</code></td><td>{@link Entities.EntityProperties}</td><td>Entity properties.</td></tr>
* </tbody>
* </table>
* @typedef {object} MyAvatar.AvatarEntityData
*/
QVariantList MyAvatar::getAvatarEntitiesVariant() {
// NOTE: this method is NOT efficient
QVariantList avatarEntitiesData;
@ -3565,6 +3577,12 @@ void MyAvatar::clearScaleRestriction() {
_haveReceivedHeightLimitsFromDomain = false;
}
/**jsdoc
* A teleport target.
* @typedef {object} MyAvatar.GoToProperties
* @property {Vec3} position - The avatar's new position.
* @property {Quat} [orientation] - The avatar's new orientation.
*/
void MyAvatar::goToLocation(const QVariant& propertiesVar) {
qCDebug(interfaceapp, "MyAvatar QML goToLocation");
auto properties = propertiesVar.toMap();
@ -3921,6 +3939,13 @@ void MyAvatar::setCollisionWithOtherAvatarsFlags() {
_characterController.setPendingFlagsUpdateCollisionMask();
}
/**jsdoc
* A collision capsule is a cylinder with hemispherical ends. It is often used to approximate the extents of an avatar.
* @typedef {object} MyAvatar.CollisionCapsule
* @property {Vec3} start - The bottom end of the cylinder, excluding the bottom hemisphere.
* @property {Vec3} end - The top end of the cylinder, excluding the top hemisphere.
* @property {number} radius - The radius of the cylinder and the hemispheres.
*/
void MyAvatar::updateCollisionCapsuleCache() {
glm::vec3 start, end;
float radius;
@ -5370,6 +5395,24 @@ void MyAvatar::addAvatarHandsToFlow(const std::shared_ptr<Avatar>& otherAvatar)
}
}
/**jsdoc
* Physics options to use in the flow simulation of a joint.
* @typedef {object} MyAvatar.FlowPhysicsOptions
* @property {boolean} [active=true] - <code>true</code> to enable flow on the joint, otherwise <code>false</code>.
* @property {number} [radius=0.01] - The thickness of segments and knots (needed for collisions).
* @property {number} [gravity=-0.0096] - Y-value of the gravity vector.
* @property {number} [inertia=0.8] - Rotational inertia multiplier.
* @property {number} [damping=0.85] - The amount of damping on joint oscillation.
* @property {number} [stiffness=0.0] - The stiffness of each thread.
* @property {number} [delta=0.55] - Delta time for every integration step.
*/
/**jsdoc
* Collision options to use in the flow simulation of a joint.
* @typedef {object} MyAvatar.FlowCollisionsOptions
* @property {string} [type="sphere"] - Currently, only <code>"sphere"</code> is supported.
* @property {number} [radius=0.05] - Collision sphere radius.
* @property {number} [offset=Vec3.ZERO] - Offset of the collision sphere from the joint.
*/
void MyAvatar::useFlow(bool isActive, bool isCollidable, const QVariantMap& physicsConfig, const QVariantMap& collisionsConfig) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "useFlow",
@ -5437,6 +5480,39 @@ void MyAvatar::useFlow(bool isActive, bool isCollidable, const QVariantMap& phys
}
}
/**jsdoc
* Flow options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowData
* @property {boolean} initialized - <code>true</code> if flow has been initialized for the current avatar, <code>false</code>
* if it hasn't.
* @property {boolean} active - <code>true</code> if flow is enabled, <code>false</code> if it isn't.
* @property {boolean} colliding - <code>true</code> if collisions are enabled, <code>false</code> if they aren't.
* @property {Object<GroupName, MyAvatar.FlowPhysicsData>} physicsData - The physics configuration for each group of joints
* that has been configured.
* @property {Object<JointName, MyAvatar.FlowCollisionsData>} collisions - The collisions configuration for each joint that
* has collisions configured.
* @property {Object<ThreadName, number[]>} threads - The threads that have been configured, with the first joint's name as the
* <code>ThreadName</code> and value as an array of the indexes of all the joints in the thread.
*/
/**jsdoc
* A set of physics options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowPhysicsData
* @property {boolean} active - <code>true</code> to enable flow on the joint, otherwise <code>false</code>.
* @property {number} radius - The thickness of segments and knots. (Needed for collisions.)
* @property {number} gravity - Y-value of the gravity vector.
* @property {number} inertia - Rotational inertia multiplier.
* @property {number} damping - The amount of damping on joint oscillation.
* @property {number} stiffness - The stiffness of each thread.
* @property {number} delta - Delta time for every integration step.
* @property {number[]} jointIndices - The indexes of the joints the options are applied to.
*/
/**jsdoc
* A set of collision options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowCollisionsData
* @property {number} radius - Collision sphere radius.
* @property {number} offset - Offset of the collision sphere from the joint.
* @property {number} jointIndex - The index of the joint the options are applied to.
*/
QVariantMap MyAvatar::getFlowData() {
QVariantMap result;
if (QThread::currentThread() != thread()) {

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@ -1711,9 +1711,9 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if
* <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
*
* @property {boolean} isFacingAvatar - If <code>true< / code>, the overlay is rotated to face the user's camera about an axis
* @property {boolean} isFacingAvatar - If <code>true</code>, the overlay is rotated to face the user's camera about an axis
* parallel to the user's avatar's "up" direction.
* @property {string} text="" - The text to display.Text does not automatically wrap; use <code>\n< / code> for a line break.
* @property {string} text="" - The text to display.Text does not automatically wrap; use <code>\n</code> for a line break.
* @property {number} textAlpha=1 - The text alpha value.
* @property {Color} backgroundColor=0,0,0 - The background color.
* @property {number} backgroundAlpha=0.7 - The background alpha value.
@ -1876,7 +1876,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {Vec3} localPosition - 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>position</code>.
* @property {Quat} localRotation - The orientation of the overlay relative to its parent if the overlay has a
* <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} ignorePickIntersection=false - If <code>true</code>, picks ignore the overlay. <code>ignoreRayIntersection</code> is a synonym.
* @property {boolean} drawInFront=false - If <code>true</code>, the overlay is rendered in front of objects in the world, but behind the HUD.
* @property {boolean} drawHUDLayer=false - If <code>true</code>, the overlay is rendered in front of everything, including the HUD.
@ -1916,7 +1916,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {Vec3} localPosition - 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>position</code>.
* @property {Quat} localRotation - The orientation of the overlay relative to its parent if the overlay has a
* <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 - Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - If <code>true</code>, picks ignore the overlay. <code>ignoreRayIntersection</code> is a synonym.
@ -1927,46 +1927,46 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if
* <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
*
* @property {number} startAt = 0 - The counter - clockwise angle from the overlay's x-axis that drawing starts at, in degrees.
* @property {number} endAt = 360 - The counter - clockwise angle from the overlay's x-axis that drawing ends at, in degrees.
* @property {number} outerRadius = 1 - The outer radius of the overlay, in meters.Synonym: <code>radius< / code>.
* @property {number} innerRadius = 0 - The inner radius of the overlay, in meters.
* @property {Color} color = 255, 255, 255 - The color of the overlay.Setting this value also sets the values of
* <code>innerStartColor< / code>, <code>innerEndColor< / code>, <code>outerStartColor< / code>, and <code>outerEndColor< / code>.
* @property {Color} startColor - Sets the values of <code>innerStartColor< / code> and <code>outerStartColor< / code>.
* <em>Write - only.< / em>
* @property {Color} endColor - Sets the values of <code>innerEndColor< / code> and <code>outerEndColor< / code>.
* <em>Write - only.< / em>
* @property {Color} innerColor - Sets the values of <code>innerStartColor< / code> and <code>innerEndColor< / code>.
* <em>Write - only.< / em>
* @property {Color} outerColor - Sets the values of <code>outerStartColor< / code> and <code>outerEndColor< / code>.
* <em>Write - only.< / em>
* @property {number} startAt = 0 - The counter - clockwise angle from the overlay's x-axis that drawing starts at in degrees.
* @property {number} endAt = 360 - The counter - clockwise angle from the overlay's x-axis that drawing ends at in degrees.
* @property {number} outerRadius = 1 - The outer radius of the overlay in meters. Synonym: <code>radius</code>.
* @property {number} innerRadius = 0 - The inner radius of the overlay in meters.
* @property {Color} color = 255, 255, 255 - The color of the overlay. Setting this value also sets the values of
* <code>innerStartColor</code>, <code>innerEndColor</code>, <code>outerStartColor</code>, and <code>outerEndColor</code>.
* @property {Color} startColor - Sets the values of <code>innerStartColor</code> and <code>outerStartColor</code>.
* <em>Write - only.</em>
* @property {Color} endColor - Sets the values of <code>innerEndColor</code> and <code>outerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} innerColor - Sets the values of <code>innerStartColor</code> and <code>innerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} outerColor - Sets the values of <code>outerStartColor</code> and <code>outerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} innerStartcolor - The color at the inner start point of the overlay.
* @property {Color} innerEndColor - The color at the inner end point of the overlay.
* @property {Color} outerStartColor - The color at the outer start point of the overlay.
* @property {Color} outerEndColor - The color at the outer end point of the overlay.
* @property {number} alpha = 0.5 - The opacity of the overlay, <code>0.0< / code> -<code>1.0< / code>.Setting this value also sets
* the values of <code>innerStartAlpha< / code>, <code>innerEndAlpha< / code>, <code>outerStartAlpha< / code>, and
* <code>outerEndAlpha< / code>.Synonym: <code>Alpha< / code>; <em>write - only< / em>.
* @property {number} startAlpha - Sets the values of <code>innerStartAlpha< / code> and <code>outerStartAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} endAlpha - Sets the values of <code>innerEndAlpha< / code> and <code>outerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} innerAlpha - Sets the values of <code>innerStartAlpha< / code> and <code>innerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} outerAlpha - Sets the values of <code>outerStartAlpha< / code> and <code>outerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} alpha = 0.5 - The opacity of the overlay, <code>0.0</code> -<code>1.0</code>. Setting this value also sets
* the values of <code>innerStartAlpha</code>, <code>innerEndAlpha</code>, <code>outerStartAlpha</code>, and
* <code>outerEndAlpha</code>. Synonym: <code>Alpha</code>; <em>write - only</em>.
* @property {number} startAlpha - Sets the values of <code>innerStartAlpha</code> and <code>outerStartAlpha</code>.
* <em>Write - only.</em>
* @property {number} endAlpha - Sets the values of <code>innerEndAlpha</code> and <code>outerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} innerAlpha - Sets the values of <code>innerStartAlpha</code> and <code>innerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} outerAlpha - Sets the values of <code>outerStartAlpha</code> and <code>outerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} innerStartAlpha = 0 - The alpha at the inner start point of the overlay.
* @property {number} innerEndAlpha = 0 - The alpha at the inner end point of the overlay.
* @property {number} outerStartAlpha = 0 - The alpha at the outer start point of the overlay.
* @property {number} outerEndAlpha = 0 - The alpha at the outer end point of the overlay.
*
* @property {boolean} hasTickMarks = false - If <code>true< / code>, tick marks are drawn.
* @property {boolean} hasTickMarks = false - If <code>true</code>, tick marks are drawn.
* @property {number} majorTickMarksAngle = 0 - The angle between major tick marks, in degrees.
* @property {number} minorTickMarksAngle = 0 - The angle between minor tick marks, in degrees.
* @property {number} majorTickMarksLength = 0 - The length of the major tick marks, in meters.A positive value draws tick marks
* @property {number} majorTickMarksLength = 0 - The length of the major tick marks, in meters. A positive value draws tick marks
* outwards from the inner radius; a negative value draws tick marks inwards from the outer radius.
* @property {number} minorTickMarksLength = 0 - The length of the minor tick marks, in meters.A positive value draws tick marks
* @property {number} minorTickMarksLength = 0 - The length of the minor tick marks, in meters. A positive value draws tick marks
* outwards from the inner radius; a negative value draws tick marks inwards from the outer radius.
* @property {Color} majorTickMarksColor = 0, 0, 0 - The color of the major tick marks.
* @property {Color} minorTickMarksColor = 0, 0, 0 - The color of the minor tick marks.

View file

@ -59,6 +59,46 @@ public:
float getMaxErrorOnLastSolve() { return _maxErrorOnLastSolve; }
/**jsdoc
* <p>Specifies the initial conditions of the IK solver.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>RelaxToUnderPoses</td><td>This is a blend: it is 15/16 <code>PreviousSolution</code>
* and 1/16 <code>UnderPoses</code>. This provides some of the benefits of using <code>UnderPoses</code> so that the
* underlying animation is still visible, while at the same time converging faster then using the
* <code>UnderPoses</code> as the only initial solution.</td></tr>
* <tr><td><code>1</code></td><td>RelaxToLimitCenterPoses</td><td>This is a blend: it is 15/16
* <code>PreviousSolution</code> and 1/16 <code>LimitCenterPoses</code>. This should converge quickly because it is
* close to the previous solution, but still provides the benefits of avoiding limb locking.</td></tr>
* <tr><td><code>2</code></td><td>PreviousSolution</td><td>The IK system will begin to solve from the same position and
* orientations for each joint that was the result from the previous frame.<br />
* Pros: As the end effectors typically do not move much from frame to frame, this is likely to converge quickly
* to a valid solution.<br />
* Cons: If the previous solution resulted in an awkward or uncomfortable posture, the next frame will also be
* awkward and uncomfortable. It can also result in locked elbows and knees.</td></tr>
* <tr><td><code>3</code></td><td>UnderPoses</td><td>The IK occurs at one of the top-most layers. It has access to the
* full posture that was computed via canned animations and blends. We call this animated set of poses the "under
* pose". The under poses are what would be visible if IK was completely disabled. Using the under poses as the
* initial conditions of the CCD solve will cause some of the animated motion to be blended into the result of the
* IK. This can result in very natural results, especially if there are only a few IK targets enabled. On the other
* hand, because the under poses might be quite far from the desired end effector, it can converge slowly in some
* cases, causing it to never reach the IK target in the allotted number of iterations. Also, in situations where all
* of the IK targets are being controlled by external sensors, sometimes starting from the under poses can cause
* awkward motions from the underlying animations to leak into the IK result.</td></tr>
* <tr><td><code>4</code></td><td>LimitCenterPoses</td><td>This pose is taken to be the center of all the joint
* constraints. This can prevent the IK solution from getting locked or stuck at a particular constraint. For
* example, if the arm is pointing straight outward from the body, as the end effector moves towards the body, at
* some point the elbow should bend to accommodate. However, because the CCD solver is stuck at a local maximum, it
* will not rotate the elbow, unless the initial conditions already have the elbow bent, which is the case for
* <code>LimitCenterPoses</code>. When all the IK targets are enabled, this result will provide a consistent starting
* point for each IK solve, hopefully resulting in a consistent, natural result.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.AnimIKSolutionSource
*/
enum class SolutionSource {
RelaxToUnderPoses = 0,
RelaxToLimitCenterPoses,

View file

@ -24,6 +24,37 @@ class AnimOverlay : public AnimNode {
public:
friend class AnimTests;
/**jsdoc
* <p>Specifies sets of joints.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>FullBodyBoneSet</td><td>All joints.</td></tr>
* <tr><td><code>1</code></td><td>UpperBodyBoneSet</td><td>Only the "Spine" joint and its children.</td></tr>
* <tr><td><code>2</code></td><td>LowerBodyBoneSet</td><td>Only the leg joints and their children.</td></tr>
* <tr><td><code>3</code></td><td>LeftArmBoneSet</td><td>Joints that are the children of the "LeftShoulder"
* joint.</td></tr>
* <tr><td><code>4</code></td><td>RightArmBoneSet</td><td>Joints that are the children of the "RightShoulder"
* joint.</td></tr>
* <tr><td><code>5</code></td><td>AboveTheHeadBoneSet</td><td>Joints that are the children of the "Head"
* joint.</td></tr>
* <tr><td><code>6</code></td><td>BelowTheHeadBoneSet</td><td>Joints that are NOT the children of the "head"
* joint.</td></tr>
* <tr><td><code>7</code></td><td>HeadOnlyBoneSet</td><td>The "Head" joint.</td></tr>
* <tr><td><code>8</code></td><td>SpineOnlyBoneSet</td><td>The "Spine" joint.</td></tr>
* <tr><td><code>9</code></td><td>EmptyBoneSet</td><td>No joints.</td></tr>
* <tr><td><code>10</code></td><td>LeftHandBoneSet</td><td>joints that are the children of the "LeftHand"
* joint.</td></tr>
* <tr><td><code>11</code></td><td>RightHandBoneSet</td><td>Joints that are the children of the "RightHand"
* joint.</td></tr>
* <tr><td><code>12</code></td><td>HipsOnlyBoneSet</td><td>The "Hips" joint.</td></tr>
* <tr><td><code>13</code></td><td>BothFeetBoneSet</td><td>The "LeftFoot" and "RightFoot" joints.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.AnimOverlayBoneSet
*/
enum BoneSet {
FullBodyBoneSet = 0,
UpperBodyBoneSet,

View file

@ -16,6 +16,27 @@ const float HACK_HMD_TARGET_WEIGHT = 8.0f;
class IKTarget {
public:
/**jsdoc
* <p>An IK target type.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>RotationAndPosition</td><td>Attempt to reach the rotation and position end
* effector.</td></tr>
* <tr><td><code>1</code></td><td>RotationOnly</td><td>Attempt to reach the end effector rotation only.</td></tr>
* <tr><td><code>2</code></td><td>HmdHead</td><td><strong>Deprecated:</strong> A special mode of IK that would attempt
* to prevent unnecessary bending of the spine.</td></tr>
* <tr><td><code>3</code></td><td>HipsRelativeRotationAndPosition</td><td>Attempt to reach a rotation and position end
* effector that is not in absolute rig coordinates but is offset by the avatar hips translation.</td></tr>
* <tr><td><code>4</code></td><td>Spline</td><td>Use a cubic Hermite spline to model the human spine. This prevents
* kinks in the spine and allows for a small amount of stretch and squash.</td></tr>
* <tr><td><code>5</code></td><td>Unknown</td><td>IK is disabled.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.IKTargetType
*/
enum class Type {
RotationAndPosition,
RotationOnly,

View file

@ -88,6 +88,218 @@ static const QString MAIN_STATE_MACHINE_RIGHT_HAND_ROTATION("mainStateMachineRig
static const QString MAIN_STATE_MACHINE_RIGHT_HAND_POSITION("mainStateMachineRightHandPosition");
/**jsdoc
* <p>An <code>AnimStateDictionary</code> object may have the following properties. It may also have other properties, set by
* scripts.</p>
* <p><strong>Warning:</strong> These properties are subject to change.
* <table>
* <thead>
* <tr><th>Name</th><th>Type</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>userAnimNone</code></td><td>boolean</td><td><code>true</code> when no user overrideAnimation is
* playing.</td></tr>
* <tr><td><code>userAnimA</code></td><td>boolean</td><td><code>true</code> when a user overrideAnimation is
* playing.</td></tr>
* <tr><td><code>userAnimB</code></td><td>boolean</td><td><code>true</code> when a user overrideAnimation is
* playing.</td></tr>
*
* <tr><td><code>sine</code></td><td>number</td><td>Oscillating sine wave.</td></tr>
* <tr><td><code>moveForwardSpeed</code></td><td>number</td><td>Controls the blend between the various forward walking
* &amp; running animations.</td></tr>
* <tr><td><code>moveBackwardSpeed</code></td><td>number</td><td>Controls the blend between the various backward walking
* &amp; running animations.</td></tr>
* <tr><td><code>moveLateralSpeed</code></td><td>number</td><td>Controls the blend between the various sidestep walking
* &amp; running animations.</td></tr>
*
* <tr><td><code>isMovingForward</code></td><td>boolean</td><td><code>true</code> if the avatar is moving
* forward.</td></tr>
* <tr><td><code>isMovingBackward</code></td><td>boolean</td><td><code>true</code> if the avatar is moving
* backward.</td></tr>
* <tr><td><code>isMovingRight</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the
* right.</td></tr>
* <tr><td><code>isMovingLeft</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the
* left.</td></tr>
* <tr><td><code>isMovingRightHmd</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the right
* while the user is in HMD mode.</td></tr>
* <tr><td><code>isMovingLeftHmd</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the left while
* the user is in HMD mode.</td></tr>
* <tr><td><code>isNotMoving</code></td><td>boolean</td><td><code>true</code> if the avatar is stationary.</td></tr>
*
* <tr><td><code>isTurningRight</code></td><td>boolean</td><td><code>true</code> if the avatar is turning
* clockwise.</td></tr>
* <tr><td><code>isTurningLeft</code></td><td>boolean</td><td><code>true</code> if the avatar is turning
* counter-clockwise.</td></tr>
* <tr><td><code>isNotTurning</code></td><td>boolean</td><td><code>true</code> if the avatar is not turning.</td></tr>
* <tr><td><code>isFlying</code></td><td>boolean</td><td><code>true</code> if the avatar is flying.</td></tr>
* <tr><td><code>isNotFlying</code></td><td>boolean</td><td><code>true</code> if the avatar is not flying.</td></tr>
* <tr><td><code>isTakeoffStand</code></td><td>boolean</td><td><code>true</code> if the avatar is about to execute a
* standing jump.</td></tr>
* <tr><td><code>isTakeoffRun</code></td><td>boolean</td><td><code>true</code> if the avatar is about to execute a running
* jump.</td></tr>
* <tr><td><code>isNotTakeoff</code></td><td>boolean</td><td><code>true</code> if the avatar is not jumping.</td></tr>
* <tr><td><code>isInAirStand</code></td><td>boolean</td><td><code>true</code> if the avatar is in the air after a standing
* jump.</td></tr>
* <tr><td><code>isInAirRun</code></td><td>boolean</td><td><code>true</code> if the avatar is in the air after a running
* jump.</td></tr>
* <tr><td><code>isNotInAir</code></td><td>boolean</td><td><code>true</code> if the avatar on the ground.</td></tr>
*
* <tr><td><code>inAirAlpha</code></td><td>number</td><td>Used to interpolate between the up, apex, and down in-air
* animations.</td></tr>
* <tr><td><code>ikOverlayAlpha</code></td><td>number</td><td>The blend between upper body and spline IK versus the
* underlying animation</td></tr>
*
* <tr><td><code>headPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>Head</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>headRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>Head</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>headType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* head.</td></tr>
* <tr><td><code>headWeight</code></td><td>number</td><td>How strongly the head chain blends with the other IK
* chains.</td></tr>
*
* <tr><td><code>leftHandPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>LeftHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>leftHandRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>LeftHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>leftHandType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* left arm.</td></tr>
* <tr><td><code>leftHandPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the elbow angle is
* controlled by the <code>rightHandPoleVector</code> property value. Otherwise the elbow direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>leftHandPoleReferenceVector</code></td><td>{@link Vec3}</td><td>The direction of the elbow in the local
* coordinate system of the elbow.</td></tr>
* <tr><td><code>leftHandPoleVector</code></td><td>{@link Vec3}</td><td>The direction the elbow should point in rig
* coordinates.</td></tr>
*
* <tr><td><code>rightHandPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>RightHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>rightHandRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the
* <code>RightHand</code> joint in rig coordinates.</td></tr>
* <tr><td><code>rightHandType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for
* the right arm.</td></tr>
* <tr><td><code>rightHandPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the elbow angle is
* controlled by the <code>rightHandPoleVector</code> property value. Otherwise the elbow direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>rightHandPoleReferenceVector</code></td><td>{@link Vec3}</td><td>The direction of the elbow in the local
* coordinate system of the elbow.</td></tr>
* <tr><td><code>rightHandPoleVector</code></td><td>{@link Vec3}</td><td>The direction the elbow should point in rig
* coordinates.</td></tr>
*
* <tr><td><code>leftFootIKEnabled</code></td><td>boolean</td><td><code>true</code> if IK is enabled for the left
* foot.</td></tr>
* <tr><td><code>rightFootIKEnabled</code></td><td>boolean</td><td><code>true</code> if IK is enabled for the right
* foot.</td></tr>
*
* <tr><td><code>leftFootIKPositionVar</code></td><td>string</td><td>The name of the source for the desired position
* of the <code>LeftFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>leftFootIKRotationVar</code></td><td>string</td><td>The name of the source for the desired rotation
* of the <code>LeftFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>leftFootPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the knee angle is
* controlled by the <code>leftFootPoleVector</code> property value. Otherwise the knee direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>leftFootPoleVector</code></td><td>{@link Vec3}</td><td>The direction the knee should face in rig
* coordinates.</td></tr>
* <tr><td><code>rightFootIKPositionVar</code></td><td>string</td><td>The name of the source for the desired position
* of the <code>RightFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>rightFootIKRotationVar</code></td><td>string</td><td>The name of the source for the desired rotation
* of the <code>RightFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>rightFootPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the knee angle is
* controlled by the <code>rightFootPoleVector</code> property value. Otherwise the knee direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>rightFootPoleVector</code></td><td>{@link Vec3}</td><td>The direction the knee should face in rig
* coordinates.</td></tr>
*
* <tr><td><code>isTalking</code></td><td>boolean</td><td><code>true</code> if the avatar is talking.</td></tr>
* <tr><td><code>notIsTalking</code></td><td>boolean</td><td><code>true</code> if the avatar is not talking.</td></tr>
*
* <tr><td><code>solutionSource</code></td><td>{@link MyAvatar.AnimIKSolutionSource|AnimIKSolutionSource}</td>
* <td>Determines the initial conditions of the IK solver.</td></tr>
* <tr><td><code>defaultPoseOverlayAlpha</code></td><td>number</td><td>Controls the blend between the main animation state
* machine and the default pose. Mostly used during full body tracking so that walking &amp; jumping animations do not
* affect the IK of the figure.</td></tr>
* <tr><td><code>defaultPoseOverlayBoneSet</code></td><td>{@link MyAvatar.AnimOverlayBoneSet|AnimOverlayBoneSet}</td>
* <td>Specifies which bones will be replace by the source overlay.</td></tr>
* <tr><td><code>hipsType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* hips.</td></tr>
* <tr><td><code>hipsPosition</code></td><td>{@link Vec3}</td><td>The desired position of <code>Hips</code> joint in rig
* coordinates.</td></tr>
* <tr><td><code>hipsRotation</code></td><td>{@link Quat}</td><td>the desired orientation of the <code>Hips</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>spine2Type</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* <code>Spine2</code> joint.</td></tr>
* <tr><td><code>spine2Position</code></td><td>{@link Vec3}</td><td>The desired position of the <code>Spine2</code> joint
* in rig coordinates.</td></tr>
* <tr><td><code>spine2Rotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>Spine2</code>
* joint in rig coordinates.</td></tr>
*
* <tr><td><code>leftFootIKAlpha</code></td><td>number</td><td>Blends between full IK for the leg and the underlying
* animation.</td></tr>
* <tr><td><code>rightFootIKAlpha</code></td><td>number</td><td>Blends between full IK for the leg and the underlying
* animation.</td></tr>
* <tr><td><code>hipsWeight</code></td><td>number</td><td>How strongly the hips target blends with the IK solution for
* other IK chains.</td></tr>
* <tr><td><code>leftHandWeight</code></td><td>number</td><td>How strongly the left hand blends with IK solution of other
* IK chains.</td></tr>
* <tr><td><code>rightHandWeight</code></td><td>number</td><td>How strongly the right hand blends with IK solution of other
* IK chains.</td></tr>
* <tr><td><code>spine2Weight</code></td><td>number</td><td>How strongly the spine2 chain blends with the rest of the IK
* solution.</td></tr>
*
* <tr><td><code>leftHandOverlayAlpha</code></td><td>number</td><td>Used to blend in the animated hand gesture poses, such
* as point and thumbs up.</td></tr>
* <tr><td><code>leftHandGraspAlpha</code></td><td>number</td><td>Used to blend between an open hand and a closed hand.
* Usually changed as you squeeze the trigger of the hand controller.</td></tr>
* <tr><td><code>rightHandOverlayAlpha</code></td><td>number</td><td>Used to blend in the animated hand gesture poses,
* such as point and thumbs up.</td></tr>
* <tr><td><code>rightHandGraspAlpha</code></td><td>number</td><td>Used to blend between an open hand and a closed hand.
* Usually changed as you squeeze the trigger of the hand controller.</td></tr>
* <tr><td><code>isLeftIndexPoint</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* pointing.</td></tr>
* <tr><td><code>isLeftThumbRaise</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* thumbs-up.</td></tr>
* <tr><td><code>isLeftIndexPointAndThumbRaise</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* pointing and thumbs-up.</td></tr>
* <tr><td><code>isLeftHandGrasp</code></td><td>boolean</td><td><code>true</code> if the left hand should be at rest,
* grasping the controller.</td></tr>
* <tr><td><code>isRightIndexPoint</code></td><td>boolean</td><td><code>true</code> if the right hand should be
* pointing.</td></tr>
* <tr><td><code>isRightThumbRaise</code></td><td>boolean</td><td><code>true</code> if the right hand should be
* thumbs-up.</td></tr>
* <tr><td><code>isRightIndexPointAndThumbRaise</code></td><td>boolean</td><td><code>true</code> if the right hand should
* be pointing and thumbs-up.</td></tr>
* <tr><td><code>isRightHandGrasp</code></td><td>boolean</td><td><code>true</code> if the right hand should be at rest,
* grasping the controller.</td></tr>
*
* </tbody>
* </table>
* <p>Note: Rig coordinates are <code>+z</code> forward and <code>+y</code> up.</p>
* @typedef {object} MyAvatar.AnimStateDictionary
*/
// Note: The following animVars are intentionally not documented:
// - leftFootPosition
// - leftFootRotation
// - rightFooKPosition
// - rightFooKRotation
// Note: The following items aren't set in the code below but are still intentionally documented:
// - leftFootIKAlpha
// - rightFootIKAlpha
// - hipsWeight
// - leftHandWeight
// - rightHandWeight
// - spine2Weight
// - rightHandOverlayAlpha
// - rightHandGraspAlpha
// - leftHandOverlayAlpha
// - leftHandGraspAlpha
// - isRightIndexPoint
// - isRightThumbRaise
// - isRightIndexPointAndThumbRaise
// - isRightHandGrasp
// - isLeftIndexPoint
// - isLeftThumbRaise
// - isLeftIndexPointAndThumbRaise
// - isLeftHandGrasp
Rig::Rig() {
// Ensure thread-safe access to the rigRegistry.
std::lock_guard<std::mutex> guard(rigRegistryMutex);

View file

@ -127,7 +127,12 @@ private:
class Avatar : public AvatarData, public scriptable::ModelProvider, public MetaModelPayload {
Q_OBJECT
// This property has JSDoc in MyAvatar.h.
/*jsdoc
* @comment IMPORTANT: The JSDoc for the following properties should be copied to MyAvatar.h.
*
* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
* registration point of the 3D model.
*/
Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
public:
@ -196,36 +201,52 @@ public:
virtual QStringList getJointNames() const override;
/**jsdoc
* Gets the default rotation of a joint (in the current avatar) relative to its parent.
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function MyAvatar.getDefaultJointRotation
* @param {number} index
* @returns {Quat}
* @param {number} index - The joint index.
* @returns {Quat} The default rotation of the joint if the joint index is valid, otherwise {@link Quat(0)|Quat.IDENTITY}.
*/
Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
/**jsdoc
* Gets the default translation of a joint (in the current avatar) relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function MyAvatar.getDefaultJointTranslation
* @param {number} index
* @returns {Vec3}
* @param {number} index - The joint index.
* @returns {Vec3} The default translation of the joint (in model coordinates) if the joint index is valid, otherwise
* {@link Vec3(0)|Vec3.ZERO}.
*/
Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
/**jsdoc
* Provides read only access to the default joint rotations in avatar coordinates.
* Gets the default joint rotations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a T-pose.
* @function MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame
* @param index {number} index number
* @returns {Quat} The rotation of this joint in avatar coordinates.
* @param index {number} - The joint index.
* @returns {Quat} The default rotation of the joint in avatar coordinates.
* @example <caption>Report the default rotation of your avatar's head joint relative to your avatar.</caption>
* var headIndex = MyAvatar.getJointIndex("Head");
* var defaultHeadRotation = MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(headIndex);
* print("Default head rotation: " + JSON.stringify(Quat.safeEulerAngles(defaultHeadRotation))); // Degrees
*/
Q_INVOKABLE virtual glm::quat getAbsoluteDefaultJointRotationInObjectFrame(int index) const;
/**jsdoc
* Provides read only access to the default joint translations in avatar coordinates.
* Gets the default joint translations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a T-pose.
* @function MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame
* @param index {number} index number
* @returns {Vec3} The position of this joint in avatar coordinates.
* @param index {number} - The joint index.
* @returns {Vec3} The default position of the joint in avatar coordinates.
* @example <caption>Report the default translation of your avatar's head joint relative to your avatar.</caption>
* var headIndex = MyAvatar.getJointIndex("Head");
* var defaultHeadTranslation = MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(headIndex);
* print("Default head translation: " + JSON.stringify(defaultHeadTranslation));
*/
Q_INVOKABLE virtual glm::vec3 getAbsoluteDefaultJointTranslationInObjectFrame(int index) const;
@ -233,59 +254,88 @@ public:
virtual glm::vec3 getAbsoluteJointScaleInObjectFrame(int index) const override;
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
/**jsdoc
* Sets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>MyAvatar</code> API.</p>
* @function MyAvatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Quat} rotation - The rotation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
/**jsdoc
* Sets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>MyAvatar</code> API.</p>
* @function MyAvatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Vec3} translation - The translation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
virtual glm::vec3 getSpine2SplineOffset() const { return _spine2SplineOffset; }
virtual float getSpine2SplineRatio() const { return _spine2SplineRatio; }
// world-space to avatar-space rigconversion functions
/**jsdoc
* @function MyAvatar.worldToJointPoint
* @param {Vec3} position
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a position in world coordinates to a position in a joint's coordinates, or avatar coordinates if no joint is
* specified.
* @function MyAvatar.worldToJointPoint
* @param {Vec3} position - The position in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The position in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::vec3 worldToJointPoint(const glm::vec3& position, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.worldToJointDirection
* @param {Vec3} direction
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a direction in world coordinates to a direction in a joint's coordinates, or avatar coordinates if no joint
* is specified.
* @function MyAvatar.worldToJointDirection
* @param {Vec3} direction - The direction in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The direction in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::vec3 worldToJointDirection(const glm::vec3& direction, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.worldToJointRotation
* @param {Quat} rotation
* @param {number} [jointIndex=-1]
* @returns {Quat}
* Transforms a rotation in world coordinates to a rotation in a joint's coordinates, or avatar coordinates if no joint is
* specified.
* @function MyAvatar.worldToJointRotation
* @param {Quat} rotation - The rotation in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Quat} The rotation in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::quat worldToJointRotation(const glm::quat& rotation, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldPoint
* @param {vec3} position
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a position in a joint's coordinates, or avatar coordinates if no joint is specified, to a position in world
* coordinates.
* @function MyAvatar.jointToWorldPoint
* @param {Vec3} position - The position in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The position in world coordinates.
*/
Q_INVOKABLE glm::vec3 jointToWorldPoint(const glm::vec3& position, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldDirection
* @param {Vec3} direction
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a direction in a joint's coordinates, or avatar coordinates if no joint is specified, to a direction in world
* coordinates.
* @function MyAvatar.jointToWorldDirection
* @param {Vec3} direction - The direction in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The direction in world coordinates.
*/
Q_INVOKABLE glm::vec3 jointToWorldDirection(const glm::vec3& direction, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldRotation
* @param {Quat} rotation
* @param {number} [jointIndex=-1]
* @returns {Quat}
*/
* Transforms a rotation in a joint's coordinates, or avatar coordinates if no joint is specified, to a rotation in world
* coordinates.
* @function MyAvatar.jointToWorldRotation
* @param {Quat} rotation - The rotation in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Quat} The rotation in world coordinates.
*/
Q_INVOKABLE glm::quat jointToWorldRotation(const glm::quat& rotation, const int jointIndex = -1) const;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
@ -297,7 +347,7 @@ public:
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
/**jsdoc
* Set the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* Sets the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* with an offset of <code>{ x: 0, y: 0.1, z: 0 }</code>, your avatar will appear to be raised off the ground slightly.
* @function MyAvatar.setSkeletonOffset
* @param {Vec3} offset - The skeleton offset to set.
@ -313,7 +363,7 @@ public:
Q_INVOKABLE void setSkeletonOffset(const glm::vec3& offset);
/**jsdoc
* Get the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* Gets the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* with an offset of <code>{ x: 0, y: 0.1, z: 0 }</code>, your avatar will appear to be raised off the ground slightly.
* @function MyAvatar.getSkeletonOffset
* @returns {Vec3} The current skeleton offset.
@ -325,7 +375,7 @@ public:
virtual glm::vec3 getSkeletonPosition() const;
/**jsdoc
* Get the position of a joint in the current avatar.
* Gets the position of a joint in the current avatar.
* @function MyAvatar.getJointPosition
* @param {number} index - The index of the joint.
* @returns {Vec3} The position of the joint in world coordinates.
@ -333,7 +383,7 @@ public:
Q_INVOKABLE glm::vec3 getJointPosition(int index) const;
/**jsdoc
* Get the position of a joint in the current avatar.
* Gets the position of a joint in the current avatar.
* @function MyAvatar.getJointPosition
* @param {string} name - The name of the joint.
* @returns {Vec3} The position of the joint in world coordinates.
@ -343,7 +393,7 @@ public:
Q_INVOKABLE glm::vec3 getJointPosition(const QString& name) const;
/**jsdoc
* Get the position of the current avatar's neck in world coordinates.
* Gets the position of the current avatar's neck in world coordinates.
* @function MyAvatar.getNeckPosition
* @returns {Vec3} The position of the neck in world coordinates.
* @example <caption>Report the position of your avatar's neck.</caption>
@ -352,8 +402,9 @@ public:
Q_INVOKABLE glm::vec3 getNeckPosition() const;
/**jsdoc
* Gets the current acceleration of the avatar.
* @function MyAvatar.getAcceleration
* @returns {Vec3}
* @returns {Vec3} The current acceleration of the avatar.
*/
Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
@ -377,47 +428,55 @@ public:
void getCapsule(glm::vec3& start, glm::vec3& end, float& radius);
float computeMass();
/**jsdoc
* Get the position of the current avatar's feet (or rather, bottom of its collision capsule) in world coordinates.
* Gets the position of the current avatar's feet (or rather, bottom of its collision capsule) in world coordinates.
* @function MyAvatar.getWorldFeetPosition
* @returns {Vec3} The position of the avatar's feet in world coordinates.
*/
*/
Q_INVOKABLE glm::vec3 getWorldFeetPosition();
void setPositionViaScript(const glm::vec3& position) override;
void setOrientationViaScript(const glm::quat& orientation) override;
/**jsdoc
* Gets the ID of the entity of avatar that the avatar is parented to.
* @function MyAvatar.getParentID
* @returns {Uuid}
* @returns {Uuid} The ID of the entity or avatar that the avatar is parented to. {@link Uuid|Uuid.NULL} if not parented.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual const QUuid getParentID() const override { return SpatiallyNestable::getParentID(); }
/**jsdoc
* Sets the ID of the entity of avatar that the avatar is parented to.
* @function MyAvatar.setParentID
* @param {Uuid} parentID
* @param {Uuid} parentID - The ID of the entity or avatar that the avatar should be parented to. Set to
* {@link Uuid|Uuid.NULL} to unparent.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual void setParentID(const QUuid& parentID) override;
/**jsdoc
* Gets the joint of the entity or avatar that the avatar is parented to.
* @function MyAvatar.getParentJointIndex
* @returns {number}
* @returns {number} The joint of the entity or avatar that the avatar is parented to. <code>65535</code> or
* <code>-1</code> if parented to the entity or avatar's position and orientation rather than a joint.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual quint16 getParentJointIndex() const override { return SpatiallyNestable::getParentJointIndex(); }
/**jsdoc
* Sets the joint of the entity or avatar that the avatar is parented to.
* @function MyAvatar.setParentJointIndex
* @param {number} parentJointIndex
* @param {number} parentJointIndex - he joint of the entity or avatar that the avatar should be parented to. Use
* <code>65535</code> or <code>-1</code> to parent to the entity or avatar's position and orientation rather than a
* joint.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual void setParentJointIndex(quint16 parentJointIndex) override;
/**jsdoc
* Returns an array of joints, where each joint is an object containing name, index, and parentIndex fields.
* Gets information on all the joints in the avatar's skeleton.
* @function MyAvatar.getSkeleton
* @returns {MyAvatar.SkeletonJoint[]} A list of information about each joint in this avatar's skeleton.
* @returns {MyAvatar.SkeletonJoint[]} Information about each joint in the avatar's skeleton.
*/
/**jsdoc
* Information about a single joint in an Avatar's skeleton hierarchy.
@ -443,8 +502,9 @@ public:
/**jsdoc
* @function MyAvatar.getSimulationRate
* @param {string} [rateName=""]
* @returns {number}
* @param {string} [rateName=""] - Rate name.
* @returns {number} Simulation rate.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE float getSimulationRate(const QString& rateName = QString("")) const;
@ -500,6 +560,13 @@ public:
uint32_t appendSubMetaItems(render::ItemIDs& subItems);
signals:
/**jsdoc
* Triggered when the avatar's target scale is changed. The target scale is the desired scale of the avatar without any
* restrictions on permissible scale values imposed by the domain.
* @function MyAvatar.targetScaleChanged
* @param {number} targetScale - The avatar's target scale.
* @returns Signal
*/
void targetScaleChanged(float targetScale);
public slots:
@ -508,7 +575,7 @@ public slots:
// thread safe, will return last valid palm from cache
/**jsdoc
* Get the position of the left palm in world coordinates.
* Gets the position of the left palm in world coordinates.
* @function MyAvatar.getLeftPalmPosition
* @returns {Vec3} The position of the left palm in world coordinates.
* @example <caption>Report the position of your avatar's left palm.</caption>
@ -517,15 +584,16 @@ public slots:
glm::vec3 getLeftPalmPosition() const;
/**jsdoc
* Get the rotation of the left palm in world coordinates.
* Gets the rotation of the left palm in world coordinates.
* @function MyAvatar.getLeftPalmRotation
* @returns {Quat} The rotation of the left palm in world coordinates.
* @example <caption>Report the rotation of your avatar's left palm.</caption>
* print(JSON.stringify(MyAvatar.getLeftPalmRotation()));
*/
glm::quat getLeftPalmRotation() const;
/**jsdoc
* Get the position of the right palm in world coordinates.
* Gets the position of the right palm in world coordinates.
* @function MyAvatar.getRightPalmPosition
* @returns {Vec3} The position of the right palm in world coordinates.
* @example <caption>Report the position of your avatar's right palm.</caption>
@ -542,21 +610,26 @@ public slots:
*/
glm::quat getRightPalmRotation() const;
/**jsdoc
* @function MyAvatar.setModelURLFinished
* @param {boolean} success
* @deprecated This function is deprecated and will be removed.
*/
// hooked up to Model::setURLFinished signal
void setModelURLFinished(bool success);
/**jsdoc
* @function MyAvatar.rigReady
* @returns {Signal}
* @deprecated This function is deprecated and will be removed.
*/
// Hooked up to Model::rigReady signal
void rigReady();
/**jsdoc
* @function MyAvatar.rigReset
* @returns {Signal}
* @deprecated This function is deprecated and will be removed.
*/
// Jooked up to Model::rigReset signal
// Hooked up to Model::rigReset signal
void rigReset();
protected:

View file

@ -1434,6 +1434,47 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
return numBytesRead;
}
/**jsdoc
* The avatar mixer data comprises different types of data, with the data rates of each being tracked in kbps.
*
* <table>
* <thead>
* <tr><th>Rate Name</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"globalPosition"</code></td><td>Incoming global position.</td></tr>
* <tr><td><code>"localPosition"</code></td><td>Incoming local position.</td></tr>
* <tr><td><code>"avatarBoundingBox"</code></td><td>Incoming avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientation"</code></td><td>Incoming avatar orientation.</td></tr>
* <tr><td><code>"avatarScale"</code></td><td>Incoming avatar scale.</td></tr>
* <tr><td><code>"lookAtPosition"</code></td><td>Incoming look-at position.</td></tr>
* <tr><td><code>"audioLoudness"</code></td><td>Incoming audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrix"</code></td><td>Incoming sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlags"</code></td><td>Incoming additional avatar flags.</td></tr>
* <tr><td><code>"parentInfo"</code></td><td>Incoming parent information.</td></tr>
* <tr><td><code>"faceTracker"</code></td><td>Incoming face tracker data.</td></tr>
* <tr><td><code>"jointData"</code></td><td>Incoming joint data.</td></tr>
* <tr><td><code>"jointDefaultPoseFlagsRate"</code></td><td>Incoming joint default pose flags.</td></tr>
* <tr><td><code>"farGrabJointRate"</code></td><td>Incoming far grab joint.</td></tr>
* <tr><td><code>"globalPositionOutbound"</code></td><td>Outgoing global position.</td></tr>
* <tr><td><code>"localPositionOutbound"</code></td><td>Outgoing local position.</td></tr>
* <tr><td><code>"avatarBoundingBoxOutbound"</code></td><td>Outgoing avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientationOutbound"</code></td><td>Outgoing avatar orientation.</td></tr>
* <tr><td><code>"avatarScaleOutbound"</code></td><td>Outgoing avatar scale.</td></tr>
* <tr><td><code>"lookAtPositionOutbound"</code></td><td>Outgoing look-at position.</td></tr>
* <tr><td><code>"audioLoudnessOutbound"</code></td><td>Outgoing audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrixOutbound"</code></td><td>Outgoing sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlagsOutbound"</code></td><td>Outgoing additional avatar flags.</td></tr>
* <tr><td><code>"parentInfoOutbound"</code></td><td>Outgoing parent information.</td></tr>
* <tr><td><code>"faceTrackerOutbound"</code></td><td>Outgoing face tracker data.</td></tr>
* <tr><td><code>"jointDataOutbound"</code></td><td>Outgoing joint data.</td></tr>
* <tr><td><code>"jointDefaultPoseFlagsOutbound"</code></td><td>Outgoing joint default pose flags.</td></tr>
* <tr><td><code>""</code></td><td>When no rate name is specified, the total incoming data rate is provided.</td></tr>
* </tbody>
* </table>
*
* @typedef {string} AvatarDataRate
*/
float AvatarData::getDataRate(const QString& rateName) const {
if (rateName == "") {
return _parseBufferRate.rate() / BYTES_PER_KILOBIT;
@ -1495,6 +1536,35 @@ float AvatarData::getDataRate(const QString& rateName) const {
return 0.0f;
}
/**jsdoc
* The avatar mixer data comprises different types of data updated at different rates, in Hz.
*
* <table>
* <thead>
* <tr><th>Rate Name</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"globalPosition"</code></td><td>Global position.</td></tr>
* <tr><td><code>"localPosition"</code></td><td>Local position.</td></tr>
* <tr><td><code>"avatarBoundingBox"</code></td><td>Avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientation"</code></td><td>Avatar orientation.</td></tr>
* <tr><td><code>"avatarScale"</code></td><td>Avatar scale.</td></tr>
* <tr><td><code>"lookAtPosition"</code></td><td>Look-at position.</td></tr>
* <tr><td><code>"audioLoudness"</code></td><td>Audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrix"</code></td><td>Sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlags"</code></td><td>Additional avatar flags.</td></tr>
* <tr><td><code>"parentInfo"</code></td><td>Parent information.</td></tr>
* <tr><td><code>"faceTracker"</code></td><td>Face tracker data.</td></tr>
* <tr><td><code>"jointData"</code></td><td>Joint data.</td></tr>
* <tr><td><code>"farGrabJointData"</code></td><td>Far grab joint data.</td></tr>
* <tr><td><code>""</code></td><td>When no rate name is specified, the overall update rate is provided.</td></tr>
* </tbody>
* </table>
*
* @typedef {string} AvatarUpdateRate
*/
float AvatarData::getUpdateRate(const QString& rateName) const {
if (rateName == "") {
return _parseBufferUpdateRate.rate();
@ -2730,13 +2800,16 @@ glm::vec3 AvatarData::getAbsoluteJointTranslationInObjectFrame(int index) const
}
/**jsdoc
* Information on an attachment worn by the avatar.
* @typedef {object} AttachmentData
* @property {string} modelUrl
* @property {string} jointName
* @property {Vec3} translation
* @property {Vec3} rotation
* @property {number} scale
* @property {boolean} soft
* @property {string} modelUrl - The URL of the model file. Models can be FBX or OBJ format.
* @property {string} jointName - The offset to apply to the model relative to the joint position.
* @property {Vec3} translation - The offset from the joint that the attachment is positioned at.
* @property {Vec3} rotation - The rotation applied to the model relative to the joint orientation.
* @property {number} scale - The scale applied to the attachment model.
* @property {boolean} soft - If <code>true</code> and the model has a skeleton, the bones of the attached model's skeleton are
* rotated to fit the avatar's current pose. If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and
* <code>scale</code> parameters are ignored.
*/
QVariant AttachmentData::toVariant() const {
QVariantMap result;
@ -2942,6 +3015,10 @@ float AvatarData::_avatarSortCoefficientSize { 8.0f };
float AvatarData::_avatarSortCoefficientCenter { 0.25f };
float AvatarData::_avatarSortCoefficientAge { 1.0f };
/**jsdoc
* An object with the UUIDs of avatar entities as keys and avatar entity properties objects as values.
* @typedef {Object.<Uuid, Entities.EntityProperties>} AvatarEntityMap
*/
QScriptValue AvatarEntityMapToScriptValue(QScriptEngine* engine, const AvatarEntityMap& value) {
QScriptValue obj = engine->newObject();
for (auto entityID : value.keys()) {

View file

@ -116,6 +116,24 @@ const int PROCEDURAL_BLINK_FACE_MOVEMENT = 10; // 11th bit
const int COLLIDE_WITH_OTHER_AVATARS = 11; // 12th bit
const int HAS_HERO_PRIORITY = 12; // 13th bit (be scared)
/**jsdoc
* <p>The pointing state of the hands is specified by the following values:
</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>No hand is pointing.</td></tr>
* <tr><td><code>1</code></td><td>The left hand is pointing.</td></tr>
* <tr><td><code>2</code></td><td>The right hand is pointing.</td></tr>
* <tr><td><code>4</code></td><td>It is the index finger that is pointing.</td></tr>
* </tbody>
* </table>
* <p>The values for the hand states are added together to give the <code>HandState</code> value. For example, if the left
* hand's finger is pointing, the value is <code>1 + 4 == 5</code>.
* @typedef {number} HandState
*/
const char HAND_STATE_NULL = 0;
const char LEFT_HAND_POINTING_FLAG = 1;
const char RIGHT_HAND_POINTING_FLAG = 2;
@ -414,7 +432,54 @@ class ClientTraitsHandler;
class AvatarData : public QObject, public SpatiallyNestable {
Q_OBJECT
// The following properties have JSDoc in MyAvatar.h and ScriptableAvatar.h
// IMPORTANT: The JSDoc for the following properties should be copied to MyAvatar.h and ScriptableAvatar.h.
/*
* @property {Vec3} position - The position of the avatar.
* @property {number} scale=1.0 - The scale of the avatar. The value can be set to anything between <code>0.005</code> and
* <code>1000.0</code>. When the scale value is fetched, it may temporarily be further limited by the domain's settings.
* @property {number} density - The density of the avatar in kg/m<sup>3</sup>. The density is used to work out its mass in
* the application of physics. <em>Read-only.</em>
* @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar
* but is otherwise not used or changed by Interface.
* @property {number} bodyYaw - The left or right rotation about an axis running from the head to the feet of the avatar.
* Yaw is sometimes called "heading".
* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
* sometimes called "elevation".
* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
* sometimes called "bank".
* @property {Quat} orientation - The orientation of the avatar.
* @property {Quat} headOrientation - The orientation of the avatar's head.
* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
* sometimes called "elevation".
* @property {number} headYaw - The rotation left or right about an axis running from the base to the crown of the avatar's
* head. Yaw is sometimes called "heading".
* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
* sometimes called "bank".
* @property {Vec3} velocity - The current velocity of the avatar.
* @property {Vec3} angularVelocity - The current angular velocity of the avatar.
* @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
* domain.
* @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting
* into the domain.
* @property {string} displayName - The avatar's display name.
* @property {string} sessionDisplayName - <code>displayName's</code> sanitized and default version defined by the avatar
* mixer rather than Interface clients. The result is unique among all avatars present in the domain at the time.
* @property {boolean} lookAtSnappingEnabled=true - <code>true</code> if the avatar's eyes snap to look at another avatar's
* eyes when the other avatar is in the line of sight and also has <code>lookAtSnappingEnabled == true</code>.
* @property {string} skeletonModelURL - The avatar's FST file.
* @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.<br />
* <strong>Deprecated:</strong> Use avatar entities instead.
* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
* @property {Uuid} sessionUUID - Unique ID of the avatar in the domain. <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
* avatar's size, orientation, and position in the virtual world. <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
* size in the virtual world. <em>Read-only.</em>
*/
Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
Q_PROPERTY(float density READ getDensity)
@ -568,18 +633,18 @@ public:
virtual bool getHasAudioEnabledFaceMovement() const { return false; }
/**jsdoc
* Returns the minimum scale allowed for this avatar in the current domain.
* Gets the minimum scale allowed for this avatar in the current domain.
* This value can change as the user changes avatars or when changing domains.
* @function MyAvatar.getDomainMinScale
* @returns {number} minimum scale allowed for this avatar in the current domain.
* @function Avatar.getDomainMinScale
* @returns {number} The minimum scale allowed for this avatar in the current domain.
*/
Q_INVOKABLE float getDomainMinScale() const;
/**jsdoc
* Returns the maximum scale allowed for this avatar in the current domain.
* Gets the maximum scale allowed for this avatar in the current domain.
* This value can change as the user changes avatars or when changing domains.
* @function MyAvatar.getDomainMaxScale
* @returns {number} maximum scale allowed for this avatar in the current domain.
* @function Avatar.getDomainMaxScale
* @returns {number} The maximum scale allowed for this avatar in the current domain.
*/
Q_INVOKABLE float getDomainMaxScale() const;
@ -592,18 +657,18 @@ public:
virtual bool canMeasureEyeHeight() const { return false; }
/**jsdoc
* Provides read only access to the current eye height of the avatar.
* Gets the current eye height of the avatar.
* This height is only an estimate and might be incorrect for avatars that are missing standard joints.
* @function MyAvatar.getEyeHeight
* @returns {number} Eye height of avatar in meters.
* @function Avatar.getEyeHeight
* @returns {number} The eye height of the avatar.
*/
Q_INVOKABLE virtual float getEyeHeight() const { return _targetScale * getUnscaledEyeHeight(); }
/**jsdoc
* Provides read only access to the current height of the avatar.
* Gets the current height of the avatar.
* This height is only an estimate and might be incorrect for avatars that are missing standard joints.
* @function MyAvatar.getHeight
* @returns {number} Height of avatar in meters.
* @function Avatar.getHeight
* @returns {number} The height of the avatar.
*/
Q_INVOKABLE virtual float getHeight() const;
@ -613,36 +678,43 @@ public:
void setDomainMaximumHeight(float domainMaximumHeight);
/**jsdoc
* @function MyAvatar.setHandState
* @param {string} state
* Sets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
* laser emanates from the tip of that finger, otherwise it emanates from the palm.
* @function Avatar.setHandState
* @param {HandState} state - The pointing state of the hand.
*/
Q_INVOKABLE void setHandState(char s) { _handState = s; }
/**jsdoc
* @function MyAvatar.getHandState
* @returns {string}
* Gets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
* laser emanates from the tip of that finger, otherwise it emanates from the palm.
* @function Avatar.getHandState
* @returns {HandState} The pointing state of the hand.
*/
Q_INVOKABLE char getHandState() const { return _handState; }
const QVector<JointData>& getRawJointData() const { return _jointData; }
/**jsdoc
* @function MyAvatar.setRawJointData
* @param {JointData[]} data
* Sets joint translations and rotations from raw joint data.
* @function Avatar.setRawJointData
* @param {JointData[]} data - The raw joint data.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void setRawJointData(QVector<JointData> data);
/**jsdoc
* Set a specific joint's rotation and position relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's rotation and position relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointData
* @function Avatar.setJointData
* @param {number} index - The index of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Set your avatar to it's default T-pose for a while.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/t-pose.png" /></caption>
* // Set all joint translations and rotations to defaults.
@ -657,91 +729,98 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation);
/**jsdoc
* Set a specific joint's rotation relative to its parent.
* Sets a specific joint's rotation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotation
* @function Avatar.setJointRotation
* @param {number} index - The index of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
*/
Q_INVOKABLE virtual void setJointRotation(int index, const glm::quat& rotation);
/**jsdoc
* Set a specific joint's translation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's translation relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointTranslation
* @function Avatar.setJointTranslation
* @param {number} index - The index of the joint.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual void setJointTranslation(int index, const glm::vec3& translation);
/**jsdoc
* Clear joint translations and rotations set by script for a specific joint. This restores all motion from the default
* Clears joint translations and rotations set by script for a specific joint. This restores all motion from the default
* animation system including inverse kinematics for that joint.
* <p>Note: This is slightly faster than the function variation that specifies the joint name.</p>
* @function MyAvatar.clearJointData
* @function Avatar.clearJointData
* @param {number} index - The index of the joint.
*/
Q_INVOKABLE virtual void clearJointData(int index);
/**jsdoc
* @function MyAvatar.isJointDataValid
* @param {number} index
* @returns {boolean}
* Checks that the data for a joint are valid.
* @function Avatar.isJointDataValid
* @param {number} index - The index of the joint.
* @returns {boolean} <code>true</code> if the joint data are valid, <code>false</code> if not.
*/
Q_INVOKABLE bool isJointDataValid(int index) const;
/**jsdoc
* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointRotation
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.
* @function Avatar.getJointRotation
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
*/
Q_INVOKABLE virtual glm::quat getJointRotation(int index) const;
/**jsdoc
* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointTranslation
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function Avatar.getJointTranslation
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to its parent.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual glm::vec3 getJointTranslation(int index) const;
/**jsdoc
* Set a specific joint's rotation and position relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's rotation and position relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointData
* @function Avatar.setJointData
* @param {string} name - The name of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual void setJointData(const QString& name, const glm::quat& rotation, const glm::vec3& translation);
/**jsdoc
* Set a specific joint's rotation relative to its parent.
* Sets a specific joint's rotation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotation
* @function Avatar.setJointRotation
* @param {string} name - The name of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
@ -762,104 +841,125 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointRotation(const QString& name, const glm::quat& rotation);
/**jsdoc
* Set a specific joint's translation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's translation relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointTranslation
* @function Avatar.setJointTranslation
* @param {string} name - The name of the joint.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Stretch your avatar's neck. Depending on the avatar you are using, you will either see a gap between
* the head and body or you will see the neck stretched.<br />
* <img alt="Avatar with neck stretched" src="https://docs.highfidelity.com/images/stretched-neck.png" /></caption>
* // Stretch your avatar's neck.
* MyAvatar.setJointTranslation("Neck", { x: 0, y: 25, z: 0 });
* MyAvatar.setJointTranslation("Neck", Vec3.multiply(2, MyAvatar.getJointTranslation("Neck")));
*
* // Restore your avatar's neck after 5s.
* Script.setTimeout(function () {
* MyAvatar.clearJointData("Neck");
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointTranslation(const QString& name, const glm::vec3& translation);
/**jsdoc
* Clear joint translations and rotations set by script for a specific joint. This restores all motion from the default
* Clears joint translations and rotations set by script for a specific joint. This restores all motion from the default
* animation system including inverse kinematics for that joint.
* <p>Note: This is slightly slower than the function variation that specifies the joint index.</p>
* @function MyAvatar.clearJointData
* @function Avatar.clearJointData
* @param {string} name - The name of the joint.
* @example <caption>Offset and restore the position of your avatar's head.</caption>
* // Move your avatar's head up by 25cm from where it should be.
* MyAvatar.setJointTranslation("Neck", { x: 0, y: 0.25, z: 0 });
* // Stretch your avatar's neck.
* MyAvatar.setJointTranslation("Neck", Vec3.multiply(2, MyAvatar.getJointTranslation("Neck")));
*
* // Restore your avatar's head to its default position after 5s.
* // Restore your avatar's neck after 5s.
* Script.setTimeout(function () {
* MyAvatar.clearJointData("Neck");
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void clearJointData(const QString& name);
/**jsdoc
* @function MyAvatar.isJointDataValid
* @param {string} name
* @returns {boolean}
* Checks if the data for a joint are valid.
* @function Avatar.isJointDataValid
* @param {string} name - The name of the joint.
* @returns {boolean} <code>true</code> if the joint data are valid, <code>false</code> if not.
*/
Q_INVOKABLE virtual bool isJointDataValid(const QString& name) const;
/**jsdoc
* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointRotation
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.
* @function Avatar.getJointRotation
* @param {string} name - The name of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
* @example <caption>Report the rotation of your avatar's hips joint.</caption>
* print(JSON.stringify(MyAvatar.getJointRotation("Hips")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual glm::quat getJointRotation(const QString& name) const;
/**jsdoc
* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointTranslation
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function Avatar.getJointTranslation
* @param {number} name - The name of the joint.
* @returns {Vec3} The translation of the joint relative to its parent.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Report the translation of your avatar's hips joint.</caption>
* print(JSON.stringify(MyAvatar.getJointRotation("Hips")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual glm::vec3 getJointTranslation(const QString& name) const;
/**jsdoc
* Get the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* @function MyAvatar.getJointRotations
* Gets the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* @function Avatar.getJointRotations
* @returns {Quat[]} The rotations of all joints relative to each's parent. The values are in the same order as the array
* returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @example <caption>Report the rotations of all your avatar's joints.</caption>
* print(JSON.stringify(MyAvatar.getJointRotations()));
*
* // Note: If using from the Avatar API, replace all "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QVector<glm::quat> getJointRotations() const;
/**jsdoc
* @function MyAvatar.getJointTranslations
* @returns {Vec3[]}
* Gets the translations of all joints in the current avatar. Each joint's translation is relative to its parent joint, in
* model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* @function Avatar.getJointTranslations
* @returns {Vec3[]} The translations of all joints relative to each's parent, in model coordinates. The values are in the
* same order as the array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the
* <code>Avatar</code> API.
*/
Q_INVOKABLE virtual QVector<glm::vec3> getJointTranslations() const;
/**jsdoc
* Set the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* Sets the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotations
* @function Avatar.setJointRotations
* @param {Quat[]} jointRotations - The rotations for all joints in the avatar. The values are in the same order as the
* array returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/armpose.png" /></caption>
* // Set all joint translations and rotations to defaults.
@ -883,19 +983,31 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointRotations(const QVector<glm::quat>& jointRotations);
/**jsdoc
* @function MyAvatar.setJointTranslations
* @param {Vec3[]} translations
* Sets the translations of all joints in the current avatar. Each joint's translation is relative to its parent joint, in
* model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function Avatar.setJointTranslations
* @param {Vec3[]} translations - The translations for all joints in the avatar, in model coordinates. The values are in
* the same order as the array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the
* <code>Avatar</code> API.
*/
Q_INVOKABLE virtual void setJointTranslations(const QVector<glm::vec3>& jointTranslations);
/**jsdoc
* Clear all joint translations and rotations that have been set by script. This restores all motion from the default
* Clears all joint translations and rotations that have been set by script. This restores all motion from the default
* animation system including inverse kinematics for all joints.
* @function MyAvatar.clearJointsData
* @function Avatar.clearJointsData
* @example <caption>Set your avatar to it's default T-pose for a while.</caption>
* // Set all joint translations and rotations to defaults.
* var i, length, rotation, translation;
@ -909,49 +1021,69 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void clearJointsData();
/**jsdoc
* Get the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* @function MyAvatar.getJointIndex
* Gets the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @function Avatar.getJointIndex
* @param {string} name - The name of the joint.
* @returns {number} The index of the joint.
* @returns {number} The index of the joint if valid, otherwise <code>-1</code>.
* @example <caption>Report the index of your avatar's left arm joint.</caption>
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm"));
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
/// Returns the index of the joint with the specified name, or -1 if not found/unknown.
Q_INVOKABLE virtual int getJointIndex(const QString& name) const;
/**jsdoc
* Get the names of all the joints in the current avatar.
* @function MyAvatar.getJointNames
* Gets the names of all the joints in the current avatar.
* @function Avatar.getJointNames
* @returns {string[]} The joint names.
* @example <caption>Report the names of all the joints in your current avatar.</caption>
* print(JSON.stringify(MyAvatar.getJointNames()));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QStringList getJointNames() const;
/**jsdoc
* @function MyAvatar.setBlendshape
* @param {string} name
* @param {number} value
* Sets the value of a blendshape to animate your avatar's face. To enable other users to see the resulting animation of
* your avatar's face, use {@link Avatar.setForceFaceTrackerConnected} or {@link MyAvatar.setForceFaceTrackerConnected}.
* @function Avatar.setBlendshape
* @param {string} name - The name of the blendshape, per the
* {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.
* @param {number} value - A value between <code>0.0</code> and <code>1.0</code>.
* @example <caption>Open your avatar's mouth wide.</caption>
* MyAvatar.setForceFaceTrackerConnected(true);
* MyAvatar.setBlendshape("JawOpen", 1.0);
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE void setBlendshape(QString name, float val) { _headData->setBlendshape(name, val); }
/**jsdoc
* @function MyAvatar.getAttachmentsVariant
* @returns {object}
* Gets information about the models currently attached to your avatar.
* @function Avatar.getAttachmentsVariant
* @returns {AttachmentData[]} Information about all models attached to your avatar.
* @deprecated Use avatar entities instead.
*/
// FIXME: Can this name be improved? Can it be deprecated?
Q_INVOKABLE virtual QVariantList getAttachmentsVariant() const;
/**jsdoc
* @function MyAvatar.setAttachmentsVariant
* @param {object} variant
* Sets all models currently attached to your avatar. For example, if you retrieve attachment data using
* {@link MyAvatar.getAttachmentsVariant} or {@link Avatar.getAttachmentsVariant}, make changes to it, and then want to
* update your avatar's attachments per the changed data.
* @function Avatar.setAttachmentsVariant
* @param {AttachmentData[]} variant - The attachment data defining the models to have attached to your avatar.
* @deprecated Use avatar entities instead.
*/
// FIXME: Can this name be improved? Can it be deprecated?
Q_INVOKABLE virtual void setAttachmentsVariant(const QVariantList& variant);
@ -959,22 +1091,28 @@ public:
virtual void storeAvatarEntityDataPayload(const QUuid& entityID, const QByteArray& payload);
/**jsdoc
* @function MyAvatar.updateAvatarEntity
* @param {Uuid} entityID
* @param {string} entityData
* @function Avatar.updateAvatarEntity
* @param {Uuid} entityID - The entity ID.
* @param {Array.<byte>} entityData - Entity data.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE virtual void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData);
/**jsdoc
* @function MyAvatar.clearAvatarEntity
* @param {Uuid} entityID
* @function Avatar.clearAvatarEntity
* @param {Uuid} entityID - The entity ID.
* @param {boolean} [requiresRemovalFromTree=true] - Requires removal from tree.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE virtual void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true);
/**jsdoc
* @function MyAvatar.setForceFaceTrackerConnected
* @param {boolean} connected
* Enables blendshapes set using {@link Avatar.setBlendshape} or {@link MyAvatar.setBlendshape} to be transmitted to other
* users so that they can see the animation of your avatar's face.
* @function Avatar.setForceFaceTrackerConnected
* @param {boolean} connected - <code>true</code> to enable blendshape changes to be transmitted to other users,
* <code>false</code> to disable.
*/
Q_INVOKABLE void setForceFaceTrackerConnected(bool connected) { _forceFaceTrackerConnected = connected; }
@ -1025,24 +1163,28 @@ public:
}
/**jsdoc
* Get information about all models currently attached to your avatar.
* @function MyAvatar.getAttachmentData
* Gets information about the models currently attached to your avatar.
* @function Avatar.getAttachmentData
* @returns {AttachmentData[]} Information about all models attached to your avatar.
* @deprecated Use avatar entities instead.
* @example <caption>Report the URLs of all current attachments.</caption>
* var attachments = MyAvatar.getaAttachmentData();
* for (var i = 0; i < attachments.length; i++) {
* print (attachments[i].modelURL);
* print(attachments[i].modelURL);
* }
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QVector<AttachmentData> getAttachmentData() const;
/**jsdoc
* Set all models currently attached to your avatar. For example, if you retrieve attachment data using
* Sets all models currently attached to your avatar. For example, if you retrieve attachment data using
* {@link MyAvatar.getAttachmentData} or {@link Avatar.getAttachmentData}, make changes to it, and then want to update your avatar's attachments per the
* changed data. You can also remove all attachments by using setting <code>attachmentData</code> to <code>null</code>.
* @function MyAvatar.setAttachmentData
* @param {AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
* @function Avatar.setAttachmentData
* @param {AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
* <code>null</code> to remove all attachments.
* @deprecated Use avatar entities instead.
* @example <caption>Remove a hat attachment if your avatar is wearing it.</caption>
* var hatURL = "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx";
* var attachments = MyAvatar.getAttachmentData();
@ -1054,15 +1196,17 @@ public:
* break;
* }
* }
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
/**jsdoc
* Attach a model to your avatar. For example, you can give your avatar a hat to wear, a guitar to hold, or a surfboard to
* Attaches a model to your avatar. For example, you can give your avatar a hat to wear, a guitar to hold, or a surfboard to
* stand on.
* <p>Note: Attached models are models only; they are not entities and can not be manipulated using the {@link Entities} API.
* Nor can you use this function to attach an entity (such as a sphere or a box) to your avatar.</p>
* @function MyAvatar.attach
* @function Avatar.attach
* @param {string} modelURL - The URL of the model to attach. Models can be .FBX or .OBJ format.
* @param {string} [jointName=""] - The name of the avatar joint (see {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}) to attach the model
* to.
@ -1070,12 +1214,14 @@ public:
* @param {Quat} [rotation=Quat.IDENTITY] - The rotation to apply to the model relative to the joint orientation.
* @param {number} [scale=1.0] - The scale to apply to the model.
* @param {boolean} [isSoft=false] - If the model has a skeleton, set this to <code>true</code> so that the bones of the
* attached model's skeleton are be rotated to fit the avatar's current pose. <code>isSoft</code> is used, for example,
* attached model's skeleton are rotated to fit the avatar's current pose. <code>isSoft</code> is used, for example,
* to have clothing that moves with the avatar.<br />
* If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and <code>scale</code> parameters are
* ignored.
* @param {boolean} [allowDuplicates=false]
* @param {boolean} [useSaved=true]
* @param {boolean} [allowDuplicates=false] - If <code>true</code> then more than one copy of any particular model may be
* attached to the same joint; if <code>false</code> then the same model cannot be attached to the same joint.
* @param {boolean} [useSaved=true] - <em>Not used.</em>
* @deprecated Use avatar entities instead.
* @example <caption>Attach a cowboy hat to your avatar's head.</caption>
* var attachment = {
* modelURL: "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx",
@ -1092,6 +1238,8 @@ public:
* attachment.rotation,
* attachment.scale,
* attachment.isSoft);
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void attach(const QString& modelURL, const QString& jointName = QString(),
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(),
@ -1099,20 +1247,22 @@ public:
bool allowDuplicates = false, bool useSaved = true);
/**jsdoc
* Detach the most recently attached instance of a particular model from either a specific joint or any joint.
* @function MyAvatar.detachOne
* Detaches the most recently attached instance of a particular model from either a specific joint or any joint.
* @function Avatar.detachOne
* @param {string} modelURL - The URL of the model to detach.
* @param {string} [jointName=""] - The name of the joint to detach the model from. If <code>""</code>, then the most
* recently attached model is removed from which ever joint it was attached to.
* @deprecated Use avatar entities instead.
*/
Q_INVOKABLE virtual void detachOne(const QString& modelURL, const QString& jointName = QString());
/**jsdoc
* Detach all instances of a particular model from either a specific joint or all joints.
* @function MyAvatar.detachAll
* Detaches all instances of a particular model from either a specific joint or all joints.
* @function Avatar.detachAll
* @param {string} modelURL - The URL of the model to detach.
* @param {string} [jointName=""] - The name of the joint to detach the model from. If <code>""</code>, then the model is
* detached from all joints.
* @deprecated Use avatar entities instead.
*/
Q_INVOKABLE virtual void detachAll(const QString& modelURL, const QString& jointName = QString());
@ -1151,14 +1301,12 @@ public:
AABox getDefaultBubbleBox() const;
/**jsdoc
* @function MyAvatar.getAvatarEntityData
* @returns {object}
* @comment Documented in derived classes' JSDoc because implementations are different.
*/
Q_INVOKABLE virtual AvatarEntityMap getAvatarEntityData() const;
/**jsdoc
* @function MyAvatar.setAvatarEntityData
* @param {object} avatarEntityData
* @comment Documented in derived classes' JSDoc because implementations are different.
*/
Q_INVOKABLE virtual void setAvatarEntityData(const AvatarEntityMap& avatarEntityData);
@ -1166,45 +1314,69 @@ public:
AvatarEntityIDs getAndClearRecentlyRemovedIDs();
/**jsdoc
* @function MyAvatar.getSensorToWorldMatrix
* @returns {Mat4}
* Gets the transform from the user's real world to the avatar's size, orientation, and position in the virtual world.
* @function Avatar.getSensorToWorldMatrix
* @returns {Mat4} The scale, rotation, and translation transform from the user's real world to the avatar's size,
* orientation, and position in the virtual world.
* @example <caption>Report the sensor to world matrix.</caption>
* var sensorToWorldMatrix = MyAvatar.getSensorToWorldMatrix();
* print("Sensor to woprld matrix: " + JSON.stringify(sensorToWorldMatrix));
* print("Rotation: " + JSON.stringify(Mat4.extractRotation(sensorToWorldMatrix)));
* print("Translation: " + JSON.stringify(Mat4.extractTranslation(sensorToWorldMatrix)));
* print("Scale: " + JSON.stringify(Mat4.extractScale(sensorToWorldMatrix)));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
// thread safe
Q_INVOKABLE glm::mat4 getSensorToWorldMatrix() const;
/**jsdoc
* @function MyAvatar.getSensorToWorldScale
* @returns {number}
* Gets the scale that transforms dimensions in the user's real world to the avatar's size in the virtual world.
* @function Avatar.getSensorToWorldScale
* @returns {number} The scale that transforms dimensions in the user's real world to the avatar's size in the virtual
* world.
*/
// thread safe
Q_INVOKABLE float getSensorToWorldScale() const;
/**jsdoc
* @function MyAvatar.getControllerLeftHandMatrix
* @returns {Mat4}
* Gets the rotation and translation of the left hand controller relative to the avatar.
* @function Avatar.getControllerLeftHandMatrix
* @returns {Mat4} The rotation and translation of the left hand controller relative to the avatar.
* @example <caption>Report the left hand controller matrix.</caption>
* var leftHandMatrix = MyAvatar.getControllerLeftHandMatrix();
* print("Controller left hand matrix: " + JSON.stringify(leftHandMatrix));
* print("Rotation: " + JSON.stringify(Mat4.extractRotation(leftHandMatrix)));
* print("Translation: " + JSON.stringify(Mat4.extractTranslation(leftHandMatrix)));
* print("Scale: " + JSON.stringify(Mat4.extractScale(leftHandMatrix))); // Always 1,1,1.
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
// thread safe
Q_INVOKABLE glm::mat4 getControllerLeftHandMatrix() const;
/**jsdoc
* @function MyAvatar.getControllerRightHandMatrix
* @returns {Mat4}
* Gets the rotation and translation of the right hand controller relative to the avatar.
* @function Avatar.getControllerRightHandMatrix
* @returns {Mat4} The rotation and translation of the right hand controller relative to the avatar.
*/
// thread safe
Q_INVOKABLE glm::mat4 getControllerRightHandMatrix() const;
/**jsdoc
* @function MyAvatar.getDataRate
* @param {string} [rateName=""]
* @returns {number}
* Gets the amount of avatar mixer data being generated by the avatar.
* @function Avatar.getDataRate
* @param {AvatarDataRate} [rateName=""] - The type of avatar mixer data to get the data rate of.
* @returns {number} The data rate in kbps.
*/
Q_INVOKABLE float getDataRate(const QString& rateName = QString("")) const;
/**jsdoc
* @function MyAvatar.getUpdateRate
* @param {string} [rateName=""]
* @returns {number}
* Gets the update rate of avatar mixer data being generated by the avatar.
* @function Avatar.getUpdateRate
* @param {AvatarUpdateRate} [rateName=""] - The type of avatar mixer data to get the update rate of.
* @returns {number} The update rate in Hz.
*/
Q_INVOKABLE float getUpdateRate(const QString& rateName = QString("")) const;
@ -1250,52 +1422,92 @@ public:
signals:
/**jsdoc
* @function MyAvatar.displayNameChanged
* Triggered when the avatar's <code>displayName</code> property value changes.
* @function Avatar.displayNameChanged
* @returns {Signal}
* @example <caption>Report when your avatar display name changes.</caption>
* MyAvatar.displayNameChanged.connect(function () {
* print("Avatar display name changed to: " + MyAvatar.displayName);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void displayNameChanged();
/**jsdoc
* @function MyAvatar.sessionDisplayNameChanged
* Triggered when the avatar's <code>sessionDisplayName</code> property value changes.
* @function Avatar.sessionDisplayNameChanged
* @returns {Signal}
* @example <caption>Report when your avatar's session display name changes.</caption>
* MyAvatar.sessionDisplayNameChanged.connect(function () {
* print("Avatar session display name changed to: " + MyAvatar.sessionDisplayName);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void sessionDisplayNameChanged();
/**jsdoc
* @function MyAvatar.skeletonModelURLChanged
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) is changed.
* @function Avatar.skeletonModelURLChanged
* @returns {Signal}
* @example <caption>Report when your avatar's skeleton model changes.</caption>
* MyAvatar.skeletonModelURLChanged.connect(function () {
* print("Skeleton model changed to: " + MyAvatar.skeletonModelURL);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void skeletonModelURLChanged();
/**jsdoc
* @function MyAvatar.lookAtSnappingChanged
* @param {boolean} enabled
* Triggered when the avatar's <code>lookAtSnappingEnabled</code> property value changes.
* @function Avatar.lookAtSnappingChanged
* @param {boolean} enabled - <code>true</code> if look-at snapping is enabled, <code>false</code> if not.
* @returns {Signal}
* @example <caption>Report when your look-at snapping setting changes.</caption>
* MyAvatar.lookAtSnappingChanged.connect(function () {
* print("Avatar look-at snapping changed to: " + MyAvatar.lookAtSnappingEnabled);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void lookAtSnappingChanged(bool enabled);
/**jsdoc
* @function MyAvatar.sessionUUIDChanged
* Triggered when the avatar's <code>sessionUUID</code> property value changes.
* @function Avatar.sessionUUIDChanged
* @returns {Signal}
* @example <caption>Report when your avatar's session UUID changes.</caption>
* MyAvatar.sessionUUIDChanged.connect(function () {
* print("Avatar session UUID changed to: " + MyAvatar.sessionUUID);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void sessionUUIDChanged();
public slots:
/**jsdoc
* @function MyAvatar.sendAvatarDataPacket
* @param {boolean} [sendAll=false]
* @function Avatar.sendAvatarDataPacket
* @param {boolean} [sendAll=false] - Send all.
* @returns {number}
* @deprecated This function is deprecated and will be removed.
*/
virtual int sendAvatarDataPacket(bool sendAll = false);
/**jsdoc
* @function MyAvatar.sendIdentityPacket
* @function Avatar.sendIdentityPacket
* @returns {number}
* @deprecated This function is deprecated and will be removed.
*/
int sendIdentityPacket();
/**jsdoc
* @function MyAvatar.setSessionUUID
* @param {Uuid} sessionUUID
* @function Avatar.setSessionUUID
* @param {Uuid} sessionUUID - Session UUID.
* @deprecated This function is deprecated and will be removed.
*/
virtual void setSessionUUID(const QUuid& sessionUUID) {
if (sessionUUID != getID()) {
@ -1308,44 +1520,61 @@ public slots:
}
}
/**jsdoc
* @function MyAvatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index
* @returns {Quat}
* Gets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @returns {Quat} <code>Quat.IDENTITY</code>.
*/
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
/**jsdoc
* @function MyAvatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index
* @returns {Vec3}
* Gets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @returns {Vec3} <code>Vec3.ZERO</code>.
*/
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
/**jsdoc
* @function MyAvatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index
* @param {Quat} rotation
* @returns {boolean}
* Sets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Quat} rotation - The rotation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
/**jsdoc
* @function MyAvatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index
* @param {Vec3} translation
* @returns {boolean}
* Sets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Vec3} translation - The translation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
/**jsdoc
* @function MyAvatar.getTargetScale
* @returns {number}
* Gets the target scale of the avatar without any restrictions on permissible values imposed by the domain. In contrast, the
* <code>scale</code> property's value may be limited by the domain's settings.
* @function Avatar.getTargetScale
* @returns {number} The target scale of the avatar.
* @example <caption>Compare the target and current avatar scales.</caption>
* print("Current avatar scale: " + MyAvatar.scale);
* print("Target avatar scale: " + MyAvatar.getTargetScale());
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
float getTargetScale() const { return _targetScale; } // why is this a slot?
/**jsdoc
* @function MyAvatar.resetLastSent
* @function Avatar.resetLastSent
* @deprecated This function is deprecated and will be removed.
*/
void resetLastSent() { _lastToByteArray = 0; }

View file

@ -23,6 +23,7 @@
/**jsdoc
* @namespace Mat4
* @variation 0
*
* @hifi-interface
* @hifi-client-entity
@ -38,7 +39,7 @@ class Mat4 : public QObject, protected QScriptable {
public slots:
/**jsdoc
* @function Mat4.multiply
* @function Mat4(0).multiply
* @param {Mat4} m1
* @param {Mat4} m2
* @returns {Mat4}
@ -47,7 +48,7 @@ public slots:
/**jsdoc
* @function Mat4.createFromRotAndTrans
* @function Mat4(0).createFromRotAndTrans
* @param {Quat} rot
* @param {Vec3} trans
* @returns {Mat4}
@ -55,7 +56,7 @@ public slots:
glm::mat4 createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const;
/**jsdoc
* @function Mat4.createFromScaleRotAndTrans
* @function Mat4(0).createFromScaleRotAndTrans
* @param {Vec3} scale
* @param {Quat} rot
* @param {Vec3} trans
@ -64,7 +65,7 @@ public slots:
glm::mat4 createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const;
/**jsdoc
* @function Mat4.createFromColumns
* @function Mat4(0).createFromColumns
* @param {Vec4} col0
* @param {Vec4} col1
* @param {Vec4} col2
@ -74,7 +75,7 @@ public slots:
glm::mat4 createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const;
/**jsdoc
* @function Mat4.createFromArray
* @function Mat4(0).createFromArray
* @param {number[]} numbers
* @returns {Mat4}
*/
@ -82,21 +83,21 @@ public slots:
/**jsdoc
* @function Mat4.extractTranslation
* @function Mat4(0).extractTranslation
* @param {Mat4} m
* @returns {Vec3}
*/
glm::vec3 extractTranslation(const glm::mat4& m) const;
/**jsdoc
* @function Mat4.extractRotation
* @function Mat4(0).extractRotation
* @param {Mat4} m
* @returns {Vec3}
*/
glm::quat extractRotation(const glm::mat4& m) const;
/**jsdoc
* @function Mat4.extractScale
* @function Mat4(0).extractScale
* @param {Mat4} m
* @returns {Vec3}
*/
@ -104,7 +105,7 @@ public slots:
/**jsdoc
* @function Mat4.transformPoint
* @function Mat4(0).transformPoint
* @param {Mat4} m
* @param {Vec3} point
* @returns {Vec3}
@ -112,7 +113,7 @@ public slots:
glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& point) const;
/**jsdoc
* @function Mat4.transformVector
* @function Mat4(0).transformVector
* @param {Mat4} m
* @param {Vec3} vector
* @returns {Vec3}
@ -121,7 +122,7 @@ public slots:
/**jsdoc
* @function Mat4.inverse
* @function Mat4(0).inverse
* @param {Mat4} m
* @returns {Mat4}
*/
@ -129,7 +130,7 @@ public slots:
/**jsdoc
* @function Mat4.getFront
* @function Mat4(0).getFront
* @param {Mat4} m
* @returns {Vec3}
*/
@ -137,28 +138,28 @@ public slots:
glm::vec3 getFront(const glm::mat4& m) const { return getForward(m); }
/**jsdoc
* @function Mat4.getForward
* @function Mat4(0).getForward
* @param {Mat4} m
* @returns {Vec3}
*/
glm::vec3 getForward(const glm::mat4& m) const;
/**jsdoc
* @function Mat4.getRight
* @function Mat4(0).getRight
* @param {Mat4} m
* @returns {Vec3}
*/
glm::vec3 getRight(const glm::mat4& m) const;
/**jsdoc
* @function Mat4.getUp
* @function Mat4(0).getUp
* @param {Mat4} m
* @returns {Vec3}
*/
glm::vec3 getUp(const glm::mat4& m) const;
/**jsdoc
* @function Mat4.print
* @function Mat4(0).print
* @param {string} label
* @param {Mat4} m
* @param {boolean} [transpose=false]

View file

@ -573,11 +573,12 @@ public slots:
/**jsdoc
* @function Script.callAnimationStateHandler
* @param {function} callback
* @param {object} parameters
* @param {string[]} names
* @param {boolean} useNames
* @param {object} resultHandler
* @param {function} callback - Callback.
* @param {object} parameters - Parameters.
* @param {string[]} names - Names.
* @param {boolean} useNames - Use names.
* @param {function} resultHandler - Result handler.
* @deprecated This function is deprecated and will be removed.
*/
void callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, QStringList names, bool useNames, AnimVariantResultHandler resultHandler);

View file

@ -18,9 +18,11 @@
* <tr><th>Value</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>none</code></td><td>The entity will not be billboarded.</td></tr>
* <tr><td><code>yaw</code></td><td>The entity will yaw, but not pitch, to face the camera. Its actual rotation will be ignored.</td></tr>
* <tr><td><code>full</code></td><td>The entity will be billboarded to face the camera. Its actual rotation will be ignored.</td></tr>
* <tr><td><code>"none"</code></td><td>The entity will not be billboarded.</td></tr>
* <tr><td><code>"yaw"</code></td><td>The entity will yaw, but not pitch, to face the camera. Its actual rotation will be
* ignored.</td></tr>
* <tr><td><code>"full"</code></td><td>The entity will be billboarded to face the camera. Its actual rotation will be
* ignored.</td></tr>
* </tbody>
* </table>
* @typedef {string} BillboardMode

View file

@ -1069,13 +1069,14 @@ void pickRayFromScriptValue(const QScriptValue& object, PickRay& pickRay) {
}
/**jsdoc
* Details of a collision between avatars and entities.
* @typedef {object} Collision
* @property {ContactEventType} type - The contact type of the collision event.
* @property {Uuid} idA - The ID of one of the entities in the collision.
* @property {Uuid} idB - The ID of the other of the entities in the collision.
* @property {Vec3} penetration - The amount of penetration between the two entities.
* @property {Uuid} idA - The ID of one of the avatars or entities in the collision.
* @property {Uuid} idB - The ID of the other of the avatars or entities in the collision.
* @property {Vec3} penetration - The amount of penetration between the two items.
* @property {Vec3} contactPoint - The point of contact.
* @property {Vec3} velocityChange - The change in relative velocity of the two entities, in m/s.
* @property {Vec3} velocityChange - The change in relative velocity of the two items, in m/s.
*/
QScriptValue collisionToScriptValue(QScriptEngine* engine, const Collision& collision) {
QScriptValue obj = engine->newObject();
@ -1147,19 +1148,21 @@ AnimationDetails::AnimationDetails(QString role, QUrl url, float fps, float prio
}
/**jsdoc
* The details of an animation that is playing.
* @typedef {object} Avatar.AnimationDetails
* @property {string} role
* @property {string} url
* @property {number} fps
* @property {number} priority
* @property {boolean} loop
* @property {boolean} hold
* @property {boolean} startAutomatically
* @property {number} firstFrame
* @property {number} lastFrame
* @property {boolean} running
* @property {number} currentFrame
* @property {boolean} allowTranslation
* @property {string} role - <em>Not used.</em>
* @property {string} url - The URL to the animation file. Animation files need to be in .FBX format but only need to contain
* the avatar skeleton and animation data.
* @property {number} fps - The frames per second(FPS) rate for the animation playback. 30 FPS is normal speed.
* @property {number} priority - <em>Not used.</em>
* @property {boolean} loop - <code>true</code> if the animation should loop, <code>false</code> if it shouldn't.
* @property {boolean} hold - <em>Not used.</em>
* @property {number} firstFrame - The frame the animation should start at.
* @property {number} lastFrame - The frame the animation should stop at.
* @property {boolean} running - <em>Not used.</em>
* @property {number} currentFrame - The current frame being played.
* @property {boolean} startAutomatically - <em>Not used.</em>
* @property {boolean} allowTranslation - <em>Not used.</em>
*/
QScriptValue animationDetailsToScriptValue(QScriptEngine* engine, const AnimationDetails& details) {
QScriptValue obj = engine->newObject();

View file

@ -43,6 +43,27 @@ Q_DECLARE_METATYPE(std::function<QVariant()>);
void registerMetaTypes(QScriptEngine* engine);
// Mat4
/**jsdoc
* A 4 x 4 matrix, typically containing a scale, rotation, and translation transform. See also the {@link Mat4(0)|Mat4} object.
*
* @typedef {object} Mat4
* @property {number} r0c0 - Row 0, column 0 value.
* @property {number} r1c0 - Row 1, column 0 value.
* @property {number} r2c0 - Row 2, column 0 value.
* @property {number} r3c0 - Row 3, column 0 value.
* @property {number} r0c1 - Row 0, column 1 value.
* @property {number} r1c1 - Row 1, column 1 value.
* @property {number} r2c1 - Row 2, column 1 value.
* @property {number} r3c1 - Row 3, column 1 value.
* @property {number} r0c2 - Row 0, column 2 value.
* @property {number} r1c2 - Row 1, column 2 value.
* @property {number} r2c2 - Row 2, column 2 value.
* @property {number} r3c2 - Row 3, column 2 value.
* @property {number} r0c3 - Row 0, column 3 value.
* @property {number} r1c3 - Row 1, column 3 value.
* @property {number} r2c3 - Row 2, column 3 value.
* @property {number} r3c3 - Row 3, column 3 value.
*/
QScriptValue mat4toScriptValue(QScriptEngine* engine, const glm::mat4& mat4);
void mat4FromScriptValue(const QScriptValue& object, glm::mat4& mat4);

View file

@ -138,7 +138,7 @@ public slots:
* var pickRay = Camera.computePickRay(event.x, event.y);
* var intersection = Entities.findRayIntersection(pickRay);
* if (intersection.intersects) {
* print ("You clicked on entity " + intersection.entityID);
* print("You clicked on entity " + intersection.entityID);
* }
* }
*

View file

@ -15,6 +15,13 @@ To generate html documentation for the High Fidelity JavaScript API:
The out folder should contain index.html.
If you get a "JavaScript heap out of memory" error when running the `jsdoc` command you need to increase the amount of memory
available to it. For example, to increase the memory available to 2GB on Windows:
* `where jsdoc` to find the `jsdoc.cmd` file.
* Edit the `jsdoc.cmd` file to add `--max-old-space-size=2048` after the `node` and/or `node.exe` commands.
Reference: https://medium.com/@vuongtran/how-to-solve-process-out-of-memory-in-node-js-5f0de8f8464c
To generate the grav automation files, run node gravPrep.js after you have made a JSdoc output folder.
This will create files that are needed for hifi-grav and hifi-grav-content repos

View file

@ -107,6 +107,9 @@ exports.handlers = {
if (e.doclet.hifiClientEntity) {
rows.push("Client Entity Scripts");
}
if (e.doclet.hifiAvatar) {
rows.push("Avatar Scripts");
}
if (e.doclet.hifiServerEntity) {
rows.push("Server Entity Scripts");
}
@ -146,6 +149,13 @@ exports.defineTags = function (dictionary) {
}
});
// @hifi-avatar-script
dictionary.defineTag("hifi-avatar", {
onTagged: function (doclet, tag) {
doclet.hifiAvatar = true;
}
});
// @hifi-client-entity
dictionary.defineTag("hifi-client-entity", {
onTagged: function (doclet, tag) {