diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index feef171a29..a5dc01b12b 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -88,57 +88,6 @@ class MyAvatar : public Avatar {
Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
Q_PROPERTY(bool avatarCollisionsEnabled READ getAvatarCollisionsEnabled WRITE setAvatarCollisionsEnabled)
- /**jsdoc
- * Your avatar is your in-world representation of you. The MyAvatar API is used to manipulate the avatar.
- * For example, using the MyAvatar API you can customize the avatar's appearance, run custom avatar animations,
- * change the avatar's position within the domain, or manage the avatar's collisions with other objects.
- * NOTE: MyAvatar extends Avatar and AvatarData, see those namespace for more properties/methods.
- *
- * @namespace MyAvatar
- * @augments Avatar
- * @property shouldRenderLocally {bool} Set it to true if you would like to see MyAvatar in your local interface,
- * and false if you would not like to see MyAvatar in your local interface.
- * @property motorVelocity {Vec3} Can be used to move the avatar with this velocity.
- * @property motorTimescale {float} Specifies how quickly the avatar should accelerate to meet the motorVelocity,
- * smaller values will result in higher acceleration.
- * @property motorReferenceFrame {string} Reference frame of the motorVelocity, must be one of the following: "avatar", "camera", "world"
- * @property collisionSoundURL {string} Specifies the sound to play when the avatar experiences a collision.
- * You can provide a mono or stereo 16-bit WAV file running at either 24 Khz or 48 Khz.
- * The latter is downsampled by the audio mixer, so all audio effectively plays back at a 24 Khz sample rate.
- * 48 Khz RAW files are also supported.
- * @property audioListenerMode {number} When hearing spatialized audio this determines where the listener placed.
- * Should be one of the following values:
- * MyAvatar.audioListenerModeHead - the listener located at the avatar's head.
- * MyAvatar.audioListenerModeCamera - the listener is relative to the camera.
- * MyAvatar.audioListenerModeCustom - the listener is at a custom location specified by the MyAvatar.customListenPosition
- * and MyAvatar.customListenOrientation properties.
- * @property customListenPosition {Vec3} If MyAvatar.audioListenerMode == MyAvatar.audioListenerModeHead, then this determines the position
- * of audio spatialization listener.
- * @property customListenOreintation {Quat} If MyAvatar.audioListenerMode == MyAvatar.audioListenerModeHead, then this determines the orientation
- * of the audio spatialization listener.
- * @property audioListenerModeHead {number} READ-ONLY. When passed to MyAvatar.audioListenerMode, it will set the audio listener
- * around the avatar's head.
- * @property audioListenerModeCamera {number} READ-ONLY. When passed to MyAvatar.audioListenerMode, it will set the audio listener
- * around the camera.
- * @property audioListenerModeCustom {number} READ-ONLY. When passed to MyAvatar.audioListenerMode, it will set the audio listener
- * around the value specified by MyAvatar.customListenPosition and MyAvatar.customListenOrientation.
- * @property leftHandPosition {Vec3} READ-ONLY. The desired position of the left wrist in avatar space, determined by the hand controllers.
- * Note: only valid if hand controllers are in use.
- * @property rightHandPosition {Vec3} READ-ONLY. The desired position of the right wrist in avatar space, determined by the hand controllers.
- * Note: only valid if hand controllers are in use.
- * @property leftHandTipPosition {Vec3} READ-ONLY. A position 30 cm offset from MyAvatar.leftHandPosition
- * @property rightHandTipPosition {Vec3} READ-ONLY. A position 30 cm offset from MyAvatar.rightHandPosition
- * @property leftHandPose {Pose} READ-ONLY. Returns full pose (translation, orientation, velocity & angularVelocity) of the desired
- * wrist position, determined by the hand controllers.
- * @property rightHandPose {Pose} READ-ONLY. Returns full pose (translation, orientation, velocity & angularVelocity) of the desired
- * wrist position, determined by the hand controllers.
- * @property leftHandTipPose {Pose} READ-ONLY. Returns a pose offset 30 cm from MyAvatar.leftHandPose
- * @property rightHandTipPose {Pose} READ-ONLY. Returns a pose offset 30 cm from MyAvatar.rightHandPose
- * @property hmdLeanRecenterEnabled {bool} This can be used disable the hmd lean recenter behavior. This behavior is what causes your avatar
- * to follow your HMD as you walk around the room, in room scale VR. Disabling this is useful if you desire to pin the avatar to a fixed location.
- * @property avatarCollisionsEnabled {bool} This can be used to disable collisions between the avatar and the world.
- */
-
public:
explicit MyAvatar(RigPointer rig);
~MyAvatar();
@@ -151,17 +100,7 @@ public:
void reset(bool andRecenter = false, bool andReload = true, bool andHead = true);
- /**jsdoc
- * Moves and orients the avatar, such that it is directly underneath the HMD, with toes pointed forward.
- * @function MyAvatar.centerBody
- */
Q_INVOKABLE void centerBody(); // thread-safe
-
- /**jsdoc
- * The internal inverse-kinematics system maintains a record of which joints are "locked". Sometimes it is useful to forget this history, to prevent
- * contorted joints.
- * @function MyAvatar.centerBody
- */
Q_INVOKABLE void clearIKJointLimitHistory(); // thread-safe
void update(float deltaTime);
@@ -200,109 +139,23 @@ public:
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
- /**jsdoc
- * The default position in world coordinates of the point directly between the avatar's eyes
- * @function MyAvatar.getDefaultEyePosition
- * @example
This example gets the default eye position and prints it to the debug log.
- * var defaultEyePosition = MyAvatar.getDefaultEyePosition();
- * print (JSON.stringify(defaultEyePosition));
- * @returns {Vec3} Position between the avatar's eyes.
- */
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
- /**jsdoc
- * The avatar animation system includes a set of default animations along with rules for how those animations are blended
- * together with procedural data (such as look at vectors, hand sensors etc.). overrideAnimation() is used to completely
- * override all motion from the default animation system (including inverse kinematics for hand and head controllers) and
- * play a specified animation. To end this animation and restore the default animations, use MyAvatar.restoreAnimation.
- * @function MyAvatar.overrideAnimation
- * @example Play a clapping animation on your avatar for three seconds.
- * // Clap your hands for 3 seconds then restore animation back to the avatar.
- * var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
- * MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
- * Script.setTimeout(function () {
- * MyAvatar.restoreAnimation();
- * }, 3000);
- * @param url {string} The URL to the animation file. Animation files need to be .FBX format, but only need to contain the avatar skeleton and animation data.
- * @param fps {number} The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
- * @param loop {bool} Set to true if the animation should loop.
- * @param firstFrame {number} The frame the animation should start at.
- * @param lastFrame {number} The frame the animation should end at.
- */
+ // Interrupt the current animation with a custom animation.
Q_INVOKABLE void overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
- /**jsdoc
- * The avatar animation system includes a set of default animations along with rules for how those animations are blended together with
- * procedural data (such as look at vectors, hand sensors etc.). Playing your own custom animations will override the default animations.
- * restoreAnimation() is used to restore all motion from the default animation system including inverse kinematics for hand and head
- * controllers. If you aren't currently playing an override animation, this function will have no effect.
- * @function MyAvatar.restoreAnimation
- * @example Play a clapping animation on your avatar for three seconds.
- * // Clap your hands for 3 seconds then restore animation back to the avatar.
- * var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
- * MyAvatar.overrideAnimation(ANIM_URL, 30, true, 0, 53);
- * Script.setTimeout(function () {
- * MyAvatar.restoreAnimation();
- * }, 3000);
- */
+ // Stop the animation that was started with overrideAnimation and go back to the standard animation.
Q_INVOKABLE void restoreAnimation();
- /**jsdoc
- * Each avatar has an avatar-animation.json file that defines which animations are used and how they are blended together with procedural data
- * (such as look at vectors, hand sensors etc.). Each animation specified in the avatar-animation.json file is known as an animation role.
- * Animation roles map to easily understandable actions that the avatar can perform, such as "idleStand", "idleTalk", or "walkFwd."
- * getAnimationRoles() is used get the list of animation roles defined in the avatar-animation.json.
- * @function MyAvatar.getAnimatationRoles
- * @example This example prints the list of animation roles defined in the avatar's avatar-animation.json file to the debug log.
- * var roles = MyAvatar.getAnimationRoles();
- * print("Animation Roles:");
- * for (var i = 0; i < roles.length; i++) {
- * print(roles[i]);
- * }
- * @returns {string[]} Array of role strings
- */
+ // Returns a list of all clips that are available
Q_INVOKABLE QStringList getAnimationRoles();
- /**jsdoc
- * Each avatar has an avatar-animation.json file that defines a set of animation roles. Animation roles map to easily understandable actions
- * that the avatar can perform, such as "idleStand", "idleTalk", or "walkFwd". To get the full list of roles, use getAnimationRoles().
- * For each role, the avatar-animation.json defines when the animation is used, the animation clip (.FBX) used, and how animations are blended
- * together with procedural data (such as look at vectors, hand sensors etc.).
- * overrideRoleAnimation() is used to change the animation clip (.FBX) associated with a specified animation role.
- * Note: Hand roles only affect the hand. Other 'main' roles, like 'idleStand', 'idleTalk', 'takeoffStand' are full body.
- * @function MyAvatar.overrideRoleAnimation
- * @example The default avatar-animation.json defines an "idleStand" animation role. This role specifies that when the avatar is not moving,
- * an animation clip of the avatar idling with hands hanging at its side will be used. It also specifies that when the avatar moves, the animation
- * will smoothly blend to the walking animation used by the "walkFwd" animation role.
- * In this example, the "idleStand" role animation clip has been replaced with a clapping animation clip. Now instead of standing with its arms
- * hanging at its sides when it is not moving, the avatar will stand and clap its hands. Note that just as it did before, as soon as the avatar
- * starts to move, the animation will smoothly blend into the walk animation used by the "walkFwd" animation role.
- * // An animation of the avatar clapping its hands while standing
- * var ANIM_URL = "https://s3.amazonaws.com/hifi-public/animations/ClapAnimations/ClapHands_Standing.fbx";
- * MyAvatar.overrideRoleAnimation("idleStand", ANIM_URL, 30, true, 0, 53);
- * // To restore the default animation, use MyAvatar.restoreRoleAnimation().
- * @param role {string} The animation role to override
- * @param url {string} The URL to the animation file. Animation files need to be .FBX format, but only need to contain the avatar skeleton and animation data.
- * @param fps {number} The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
- * @param loop {bool} Set to true if the animation should loop
- * @param firstFrame {number} The frame the animation should start at
- * @param lastFrame {number} The frame the animation should end at
- */
+ // Replace an existing standard role animation with a custom one.
Q_INVOKABLE void overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
- /**jsdoc
- * Each avatar has an avatar-animation.json file that defines a set of animation roles. Animation roles map to easily understandable actions that
- * the avatar can perform, such as "idleStand", "idleTalk", or "walkFwd". To get the full list of roles, use getAnimationRoles(). For each role,
- * the avatar-animation.json defines when the animation is used, the animation clip (.FBX) used, and how animations are blended together with
- * procedural data (such as look at vectors, hand sensors etc.). You can change the animation clip (.FBX) associated with a specified animation
- * role using overrideRoleAnimation().
- * restoreRoleAnimation() is used to restore a specified animation role's default animation clip. If you have not specified an override animation
- * for the specified role, this function will have no effect.
- * @function MyAvatar.restoreRoleAnimation
- * @param rule {string} The animation role clip to restore
- */
+ // remove an animation role override and return to the standard animation.
Q_INVOKABLE void restoreRoleAnimation(const QString& role);
// Adds handler(animStateDictionaryIn) => animStateDictionaryOut, which will be invoked just before each animGraph state update.
diff --git a/libraries/controllers/src/controllers/Pose.h b/libraries/controllers/src/controllers/Pose.h
index c16b3ae34b..47ba59279a 100644
--- a/libraries/controllers/src/controllers/Pose.h
+++ b/libraries/controllers/src/controllers/Pose.h
@@ -42,16 +42,6 @@ namespace controller {
Pose transform(const glm::mat4& mat) const;
- /**jsdoc
- * Represents a hand controller pose typically received from Controller.getPoseValue
- * Unless otherwise noted all properties are in avatar space.
- *
- * @typedef Pose
- * @property translation {Vec3} position of controller
- * @property rotation {Quat} orientation of controller
- * @property velocity {Vec3} current velocity of controller (meters/sec)
- * @property angularVelocity {Vec3} current angular velocity of controller (radians/sec)
- */
static QScriptValue toScriptValue(QScriptEngine* engine, const Pose& event);
static void fromScriptValue(const QScriptValue& object, Pose& event);
};
diff --git a/tools/jsdoc/plugins/hifi.js b/tools/jsdoc/plugins/hifi.js
index c3fa14025f..8a6d2bf0f2 100644
--- a/tools/jsdoc/plugins/hifi.js
+++ b/tools/jsdoc/plugins/hifi.js
@@ -15,15 +15,12 @@ exports.handlers = {
// directories to scan for jsdoc comments
var dirList = [
'../../interface/src',
- '../../interface/src/avatar',
'../../interface/src/scripting',
'../../interface/src/ui/overlays',
- '../../libraries/animation/src',
- '../../libraries/avatars/src',
- '../../libraries/controllers/src/controllers/',
- '../../libraries/entities/src',
+ '../../libraries/script-engine/src',
'../../libraries/networking/src',
- '../../libraries/script-engine/src'
+ '../../libraries/animation/src',
+ '../../libraries/entities/src',
];
var exts = ['.h', '.cpp'];