diff --git a/interface/src/avatar/AvatarActionHold.cpp b/interface/src/avatar/AvatarActionHold.cpp
index 3ac9f63649..b7019bd6f0 100644
--- a/interface/src/avatar/AvatarActionHold.cpp
+++ b/interface/src/avatar/AvatarActionHold.cpp
@@ -457,12 +457,14 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
* @property {number} timeScale=3.4e+38 - Controls how long it takes for the entity's position and rotation to catch up with
* the target. The value is the time for the action to catch up to 1/e = 0.368 of the target value, where the action is
* applied using an exponential decay.
- * @property {boolean} kinematic=false - If true
, the entity is made kinematic during the action; the entity won't
- * lag behind the hand but constraint actions such as "hinge"
won't act properly.
- * @property {boolean} kinematicSetVelocity=false - If true
and kinematic
is true
, the
- * entity's velocity
property will be set during the action, e.g., so that other scripts may use the value.
- * @property {boolean} ignoreIK=false - If true
, the entity follows the HMD controller rather than the avatar's
- * hand.
+ * @property {boolean} kinematic=false - true
if the entity is made kinematic during the action; the entity won't
+ * lag behind the hand but constraint actions such as "hinge"
won't act properly. false
if the
+ * entity is not made kinematic during the action
+ * @property {boolean} kinematicSetVelocity=false - true
if, when kinematic
is true
, the
+ * entity's velocity will be set during the action, e.g., so that other scripts may use the value. false
if
+ * the entity's velocity will not be set during the action.
+ * @property {boolean} ignoreIK=false - true
if the entity follows the HMD controller, false
if it
+ * follows the avatar's hand.
*/
QVariantMap AvatarActionHold::getArguments() {
QVariantMap arguments = ObjectDynamic::getArguments();
diff --git a/interface/src/ui/overlays/Overlays.h b/interface/src/ui/overlays/Overlays.h
index 6eaf481efe..1a2382769c 100644
--- a/interface/src/ui/overlays/Overlays.h
+++ b/interface/src/ui/overlays/Overlays.h
@@ -77,7 +77,7 @@ public:
* @hifi-avatar
*
* @property {Uuid} keyboardFocusOverlay - Get or set the {@link Entities.EntityTypes|Web} entity that has keyboard focus.
- * If no entity has keyboard focus, get returns null
; set to null
or {@link Uuid(0)|Uuid.NULL} to
+ * If no entity has keyboard focus, returns null
; set to null
or {@link Uuid(0)|Uuid.NULL} to
* clear keyboard focus.
*/
diff --git a/libraries/entities/src/AnimationPropertyGroup.cpp b/libraries/entities/src/AnimationPropertyGroup.cpp
index 03cd3a0742..7f9225bd6c 100644
--- a/libraries/entities/src/AnimationPropertyGroup.cpp
+++ b/libraries/entities/src/AnimationPropertyGroup.cpp
@@ -57,10 +57,11 @@ bool operator!=(const AnimationPropertyGroup& a, const AnimationPropertyGroup& b
* @property {number} firstFrame=0 - The first frame to play in the animation.
* @property {number} lastFrame=100000 - The last frame to play in the animation.
* @property {number} currentFrame=0 - The current frame being played in the animation.
- * @property {boolean} running=false - If true
then the animation should play.
- * @property {boolean} loop=true - If true
then the animation is continuously repeated in a loop.
- * @property {boolean} hold=false - If true
then the rotations and translations of the last frame played are
- * maintained when the animation stops playing.
+ * @property {boolean} running=false - true
if the animation should play, false
if it shouldn't.
+ * @property {boolean} loop=true - true
if the animation is continuously repeated in a loop, false
if
+ * it isn't.
+ * @property {boolean} hold=false - true
if the rotations and translations of the last frame played are
+ * maintained when the animation stops playing, false
if they aren't.
*/
void AnimationPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desiredProperties, QScriptValue& properties, QScriptEngine* engine, bool skipDefaults, EntityItemProperties& defaultEntityProperties) const {
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_URL, Animation, animation, URL, url);
diff --git a/libraries/entities/src/EntityDynamicInterface.cpp b/libraries/entities/src/EntityDynamicInterface.cpp
index 4586b665ee..69d771db22 100644
--- a/libraries/entities/src/EntityDynamicInterface.cpp
+++ b/libraries/entities/src/EntityDynamicInterface.cpp
@@ -109,7 +109,7 @@ variables. These argument variables are used by the code which is run when bull
* are disabled during the hold.
*
"offset"
"tractor"
true
then the
- * entity's properties other than locked
cannot be changed, and the entity cannot be deleted.
- * @property {boolean} visible=true - Whether or not the entity is rendered. If true
then the entity is rendered.
- * @property {boolean} canCastShadow=true - Whether or not the entity can cast a shadow. Currently applicable only to
- * {@link Entities.EntityProperties-Model|Model} and {@link Entities.EntityProperties-Shape|Shape} entities. Shadows are
- * cast if inside a {@link Entities.EntityProperties-Zone|Zone} entity with castShadows
enabled in its
- * keyLight
property.
+ * @property {boolean} locked=false - true
if properties other than locked
cannot be changed and the
+ * entity cannot be deleted, false
if all properties can be changed and the entity can be deleted.
+ * @property {boolean} visible=true - true
if the entity is rendered, false
if it isn't.
+ * @property {boolean} canCastShadow=true - true
if the entity can cast a shadow, false
if it can't.
+ * Currently applicable only to {@link Entities.EntityProperties-Model|Model} and
+ * {@link Entities.EntityProperties-Shape|Shape} entities. Shadows are cast if inside a
+ * {@link Entities.EntityProperties-Zone|Zone} entity with castShadows
enabled in its keyLight
+ * property.
* @property {boolean} isVisibleInSecondaryCamera=true - true
if the entity is rendered in the secondary camera,
* false
if it isn't.
- * @property {Entities.RenderLayer} renderLayer="world" - Which layer the entity renders in.
+ * @property {Entities.RenderLayer} renderLayer="world" - The layer that the entity renders in.
* @property {Entities.PrimitiveMode} primitiveMode="solid" - How the entity's geometry is rendered.
* @property {boolean} ignorePickIntersection=false - true
if {@link Picks} and {@link RayPick} ignore the entity,
* false
if they don't.
@@ -697,20 +697,20 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {number} friction=0.5 - How much an entity slows down when it's moving against another, range 0.0
* – 10.0
. The higher the value, the more quickly it slows down. Examples: 0.1
for ice,
* 0.9
for sandpaper.
- * @property {number} density=1000 - The density of the entity in kg/m3, range 100
for balsa wood
- * – 10000
for silver. The density is used in conjunction with the entity's bounding box volume to work
- * out its mass in the application of physics.
+ * @property {number} density=1000 - The density of the entity in kg/m3, range 100
–
+ * 10000
. Examples: 100
for balsa wood, 10000
for silver. The density is used in
+ * conjunction with the entity's bounding box volume to work out its mass in the application of physics.
*
- * @property {boolean} collisionless=false - Whether or not the entity should collide with items per its
- * collisionMask
property. If true
then the entity does not collide.
+ * @property {boolean} collisionless=false - true
if the entity shouldn't collide, false
if it
+ * collides with items per its collisionMask
property.
* @property {boolean} ignoreForCollisions - Synonym for collisionless
.
* @property {CollisionMask} collisionMask=31 - What types of items the entity should collide with.
* @property {string} collidesWith="static,dynamic,kinematic,myAvatar,otherAvatar," - Synonym for collisionMask
,
* in text format.
* @property {string} collisionSoundURL="" - The sound that's played when the entity experiences a collision. Valid file
* formats are per {@link SoundObject}.
- * @property {boolean} dynamic=false - Whether or not the entity should be affected by collisions. If true
then
- * the entity's movement is affected by collisions.
+ * @property {boolean} dynamic=false - true
if the entity's movement is affected by collisions, false
+ * if it isn't.
* @property {boolean} collisionsWillMove - A synonym for dynamic
.
*
* @property {string} href="" - A "hifi://" metaverse address that a user is teleported to when they click on the entity.
@@ -732,8 +732,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* button beside the "script URL" field in properties tab of the Create app works.
* @property {string} serverScripts="" - The URL of the server entity script, if any, that is attached to the entity.
*
- * @property {Uuid} parentID=Uuid.NULL - The ID of the entity or avatar that the entity is parented to.
- * {@link Uuid(0)|Uuid.NULL} if the entity is not parented.
+ * @property {Uuid} parentID=Uuid.NULL - The ID of the entity or avatar that the entity is parented to. A value of
+ * {@link Uuid(0)|Uuid.NULL} is used if the entity is not parented.
* @property {number} parentJointIndex=65535 - The joint of the entity or avatar that the entity is parented to. Use
* 65535
or -1
to parent to the entity or avatar's position and orientation rather than a joint.
* @property {Vec3} localPosition=0,0,0 - The position of the entity relative to its parent if the entity is parented,
@@ -759,19 +759,19 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {string} actionData="" - Base-64 encoded compressed dump of the actions associated with the entity. This property
* is typically not used in scripts directly; rather, functions that manipulate an entity's actions update it, e.g.,
* {@link Entities.addAction}. The size of this property increases with the number of actions. Because this property value
- * has to fit within a High Fidelity datagram packet there is a limit to the number of actions that an entity can have, and
+ * has to fit within a High Fidelity datagram packet, there is a limit to the number of actions that an entity can have;
* edits which would result in overflow are rejected. Read-only.
* @property {Entities.RenderInfo} renderInfo - Information on the cost of rendering the entity. Currently information is only
* provided for Model
entities. Read-only.
*
- * @property {boolean} cloneable=false - If true
then the domain or avatar entity can be cloned via
- * {@link Entities.cloneEntity}.
+ * @property {boolean} cloneable=false - true
if the domain or avatar entity can be cloned via
+ * {@link Entities.cloneEntity}, false
if it can't be.
* @property {number} cloneLifetime=300 - The entity lifetime for clones created from this entity.
* @property {number} cloneLimit=0 - The total number of clones of this entity that can exist in the domain at any given time.
- * @property {boolean} cloneDynamic=false - If true
then clones created from this entity will have their
- * dynamic
property set to true
.
- * @property {boolean} cloneAvatarEntity=false - If true
then clones created from this entity will be created as
- * avatar entities.
+ * @property {boolean} cloneDynamic=false - true
if clones created from this entity will have their
+ * dynamic
property set to true
, false
if they won't.
+ * @property {boolean} cloneAvatarEntity=false - true
if clones created from this entity will be created as
+ * avatar entities, false
if they won't be.
* @property {Uuid} cloneOriginID - The ID of the entity that this entity was cloned from.
*
* @property {Entities.Grab} grab - The entity's grab-related properties.
@@ -833,8 +833,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {Color} color=255,255,255 - The color of the light emitted.
* @property {number} intensity=1 - The brightness of the light.
* @property {number} falloffRadius=0.1 - The distance from the light's center at which intensity is reduced by 25%.
- * @property {boolean} isSpotlight=false - If true
then the light is directional, emitting along the entity's
- * local negative z-axis; otherwise, the light is a point light which emanates in all directions.
+ * @property {boolean} isSpotlight=false - true
if the light is directional, emitting along the entity's
+ * local negative z-axis; false
if the light is a point light which emanates in all directions.
* @property {number} exponent=0 - Affects the softness of the spotlight beam: the higher the value the softer the beam.
* @property {number} cutoff=1.57 - Affects the size of the spotlight beam: the higher the value the larger the beam.
* @example "Line"
{@link Entities.EntityType|EntityType} draws thin, straight lines between a sequence of two or more
* points. It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
- * Deprecated: Use PolyLines instead.
+ *Deprecated: Use {@link Entities.EntityProperties-PolyLine|PolyLine} entities instead.
* * @typedef {object} Entities.EntityProperties-Line * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. Must be sufficient to contain all the @@ -904,7 +904,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { *0
.
* @property {string} parentMaterialName="0" - Selects the mesh part or parts within the parent to which to apply the material.
* If in the format "mat::string"
, all mesh parts with material name "string"
are replaced.
- * If "all"
then all mesh parts are replaced.
+ * If "all"
, then all mesh parts are replaced.
* Otherwise the property value is parsed as an unsigned integer, specifying the mesh part index to modify.
* If the string represents an array (starts with "["
and ends with "]"
), the string is split
* at each ","
and each element parsed as either a number or a string if it starts with "mat::"
.
@@ -919,8 +919,9 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* { x: 0, y: 0 }
– { x: 1, y: 1 }
.
* @property {Vec2} materialMappingScale=1,1 - How much to scale the material within the parent's UV-space.
* @property {number} materialMappingRot=0 - How much to rotate the material within the parent's UV-space, in degrees.
- * @property {boolean} materialRepeat=true - If true
, the material repeats. If false
, fragments
- * outside of texCoord 0 – 1 will be discarded. Works in both "uv"
and "projected" modes.
+ * @property {boolean} materialRepeat=true - true
if the material repeats, false
if it doesn't. If
+ * false
, fragments outside of texCoord 0 – 1 will be discarded. Works in both "uv"
and
+ * "projected" modes.
* @example
Joint rotations can be set by {@link Entities.setLocalJointRotation|setLocalJointRotation} and similar functions, or
- * by setting the value of this property. If you set a joint rotation using this property you also need to set the
+ * by setting the value of this property. If you set a joint rotation using this property, you also need to set the
* corresponding jointRotationsSet
value to true
.
true
values for joints that have had rotations applied,
* false
otherwise; []
if none are applied or the model hasn't loaded. The array indexes are per
@@ -994,10 +995,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {boolean[]} jointTranslationsSet=[]] - true
values for joints that have had translations applied,
* false
otherwise; []
if none are applied or the model hasn't loaded. The array indexes are per
* {@link Entities.getJointIndex|getJointIndex}.
- * @property {boolean} relayParentJoints=false - If true
and the entity is parented to an avatar, then the
- * avatar's joint rotations are applied to the entity's joints.
- * @property {boolean} groupCulled=false - If true
, the mesh parts of the model are LOD culled as a group.
- * If false
, separate mesh parts will be LOD culled individually.
+ * @property {boolean} relayParentJoints=false - true
if when the entity is parented to an avatar, the avatar's
+ * joint rotations are applied to the entity's joints; false
if a parent avatar's joint rotations are not
+ * applied to the entity's joints.
+ * @property {boolean} groupCulled=false - true
if the mesh parts of the model are LOD culled as a group,
+ * false
if separate mesh parts are LOD culled individually.
*
* @example {x: 0, y: -8.8, z: 0}
.
* @property {Vec3} dimensions - The dimensions of the particle effect, i.e., a bounding box containing all the particles
* during their lifetimes, assuming that emitterShouldTrail == false
. Read-only.
- * @property {boolean} emitterShouldTrail=false - If true
then particles are "left behind" as the emitter moves,
- * otherwise they stay within the entity's dimensions.
+ * @property {boolean} emitterShouldTrail=false - true
if particles are "left behind" as the emitter moves,
+ * false
if they stay within the entity's dimensions.
*
* @property {Quat} emitOrientation=-0.707,0,0,0.707 - The orientation of particle emission relative to the entity's axes. By
* default, particles emit along the entity's local z-axis, and azimuthStart
and azimuthFinish
@@ -1105,8 +1107,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* 2 * Math.PI
radians. For example, if particleSpin == Math.PI
and
* spinSpread == Math.PI / 2
, each particle will have a rotation in the range Math.PI / 2
–
* 3 * Math.PI / 2
.
- * @property {boolean} rotateWithEntity=false - true
to make the particles' rotations relative to the entity's
- * instantaneous rotation, false
to make them relative to world coordinates. If true
with
+ * @property {boolean} rotateWithEntity=false - true
if the particles' rotations are relative to the entity's
+ * instantaneous rotation, false
if they're relative to world coordinates. If true
with
* particleSpin == 0
, the particles keep oriented per the entity's orientation.
*
* @example linePoints
. Must be specified in
* order for the entity to render.
* @property {Vec3[]} strokeColors=[]] - The base colors of each point, with values in the range 0.0,0.0,0.0
- * — 1.0,1.0,1.0
. These colors are multiplied with the color of the texture. If there are more line
+ * – 1.0,1.0,1.0
. These colors are multiplied with the color of the texture. If there are more line
* points than stroke colors, the color
property value is used for the remaining points.
- * Warning: The ordinate values are in the range 0.0
— 1.0
.
Warning: The ordinate values are in the range 0.0
– 1.0
.
strokeColors
doesn't have a value for
* the point.
* @property {string} textures="" - The URL of a JPG or PNG texture to use for the lines. If you want transparency, use PNG
* format.
- * @property {boolean} isUVModeStretch=true - If true
, the texture is stretched to fill the whole line, otherwise
- * the texture repeats along the line.
- * @property {boolean} glow=false - If true
, the opacity of the strokes drops off away from the line center.
- * @property {boolean} faceCamera=false - If true
, each line segment rotates to face the camera.
+ * @property {boolean} isUVModeStretch=true - true
if the texture is stretched to fill the whole line,
+ * false
if the texture repeats along the line.
+ * @property {boolean} glow=false - true
if the opacity of the strokes drops off away from the line center,
+ * false
if it doesn't.
+ * @property {boolean} faceCamera=false - true
if each line segment rotates to face the camera, false
+ * if they don't.
* @example true
if billboardMode
is "yaw"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
- * "none"
.
+ * @property {boolean} faceCamera - true
if billboardMode
is "yaw"
, false
+ * if it isn't. Setting this property to false
sets the billboardMode
to "none"
.
* Deprecated: This property is deprecated and will be removed.
- * @property {boolean} isFacingAvatar -true
if billboardMode
is "full"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
+ * @property {boolean} isFacingAvatar - true
if billboardMode
is "full"
,
+ * false
if it isn't. Setting this property to false
sets the billboardMode
to
* "none"
.
* Deprecated: This property is deprecated and will be removed.
* @example{ red: 255, green: 0, blue: 0 }
lets only the red channel of pixels' colors through.
* @property {number} alpha=1 - The opacity of the web surface.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera. - * @property {boolean} faceCamera -true
if billboardMode
is "yaw"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
- * "none"
.
+ * @property {boolean} faceCamera - true
if billboardMode
is "yaw"
, false
+ * if it isn't. Setting this property to false
sets the billboardMode
to "none"
.
* Deprecated: This property is deprecated and will be removed.
- * @property {boolean} isFacingAvatar -true
if billboardMode
is "full"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
+ * @property {boolean} isFacingAvatar - true
if billboardMode
is "full"
,
+ * false
if it isn't. Setting this property to false
sets the billboardMode
to
* "none"
.
* Deprecated: This property is deprecated and will be removed.
* @property {number} dpi=30 - The resolution to display the page at, in dots per inch. If you convert this to dots per meter @@ -1331,8 +1334,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * @property {string} scriptURL="" - The URL of a JavaScript file to inject into the web page. * @property {number} maxFPS=10 - The maximum update rate for the web content, in frames/second. * @property {WebInputMode} inputMode="touch" - The user input mode to use. - * @property {boolean} showKeyboardFocusHighlight=true -true
to highlight the entity when it has keyboard focus,
- * false
to not display the highlight.
+ * @property {boolean} showKeyboardFocusHighlight=true - true
if the entity is highlighted when it has keyboard
+ * focus, false
if it isn't.
* @example true
then visitors can fly in the zone; otherwise, they cannot.
- * Only works for domain entities.
- * @property {boolean} ghostingAllowed=true - If true
then visitors with avatar collisions turned off will not
- * collide with content in the zone; otherwise, visitors will always collide with content in the zone. Only works for domain
- * entities.
-
+ * @property {boolean} flyingAllowed=true - true
if visitors can fly in the zone; false
if they
+ * cannot. Only works for domain entities.
+ * @property {boolean} ghostingAllowed=true - true
if visitors with avatar collisions turned off will not
+ * collide with content in the zone; false
if visitors will always collide with content in the zone. Only
+ * works for domain entities.
+ *
* @property {string} filterURL="" - The URL of a JavaScript file that filters changes to properties of entities within the
* zone. It is periodically executed for each entity in the zone. It can, for example, be used to not allow changes to
* certain properties:
@@ -1421,7 +1424,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @typedef {object} Entities.EntityProperties-Image
* @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity.
* @property {string} imageURL="" - The URL of the image to use.
- * @property {boolean} emissive=false - true
fi the the image should be emissive (unlit), false
if it
+ * @property {boolean} emissive=false - true
if the image should be emissive (unlit), false
if it
* shouldn't.
* @property {boolean} keepAspectRatio=true - true
if the image should maintain its aspect ratio,
* false
if it shouldn't.
@@ -1432,12 +1435,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera. - * @property {boolean} faceCamera -true
if billboardMode
is "yaw"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
- * "none"
.
+ * @property {boolean} faceCamera - true
if billboardMode
is "yaw"
, false
+ * if it isn't. Setting this property to false
sets the billboardMode
to "none"
.
* Deprecated: This property is deprecated and will be removed.
- * @property {boolean} isFacingAvatar -true
if billboardMode
is "full"
, otherwise
- * false
. Setting this property to false
sets the billboardMode
to
+ * @property {boolean} isFacingAvatar - true
if billboardMode
is "full"
,
+ * false
if it isn't. Setting this property to false
sets the billboardMode
to
* "none"
.
* Deprecated: This property is deprecated and will be removed.
* @exampleDeprecated: This property is deprecated and will be removed.
- * @property {boolean} followCamera=true - Iftrue
, the grid is always visible even as the camera moves to another
- * position.
+ * @property {boolean} followCamera=true - true
if the grid is always visible even as the camera moves to another
+ * position, false
if it doesn't follow the camrmea.
* @property {number} majorGridEvery=5 - Integer number of minorGridEvery
intervals at which to draw a thick grid
* line. Minimum value = 1
.
* @property {number} minorGridEvery=1 - Real number of meters at which to draw thin grid lines. Minimum value =
@@ -1895,7 +1897,8 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
* @property {number} verticesCount - The number of vertices in the entity.
* @property {number} texturesCount - The number of textures in the entity.
* @property {number} texturesSize - The total size of the textures in the entity, in bytes.
- * @property {boolean} hasTransparent - Is true
if any of the textures has transparency.
+ * @property {boolean} hasTransparent - true
if any of the textures has transparency, false
+ * if none of them do.
* @property {number} drawCalls - The number of draw calls required to render the entity.
*/
// currently only supported by models
diff --git a/libraries/entities/src/EntityScriptingInterface.h b/libraries/entities/src/EntityScriptingInterface.h
index 0666bb98df..ad2aaf2160 100644
--- a/libraries/entities/src/EntityScriptingInterface.h
+++ b/libraries/entities/src/EntityScriptingInterface.h
@@ -59,8 +59,8 @@ private:
/**jsdoc
* The result of a {@link Entities.findRayIntersection|findRayIntersection} search using a {@link PickRay}.
* @typedef {object} Entities.RayToEntityIntersectionResult
- * @property {boolean} intersects - true
if the {@link PickRay} intersected an entity, otherwise
- * false
.
+ * @property {boolean} intersects - true
if the {@link PickRay} intersected an entity, false
if it
+ * didn't.
* @property {boolean} accurate - Is always true
.
* @property {Uuid} entityID - The ID if the entity intersected, if any, otherwise null
.
* @property {number} distance - The distance from the {@link PickRay} origin to the intersection point.
@@ -131,8 +131,8 @@ public:
* leaveEntity
mouseDoublePressOnEntity
mouseMoveOnEntity
mouseMoveEvent
mouseMoveOnEntity
.mouseMoveEvent
mouseMoveOnEntity
+ * instead.mousePressOnEntity
mouseReleaseOnEntity
null
; set to null
or {@link Uuid(0)|Uuid.NULL} to
- * clear keyboard focus.
+ * Web entity has keyboard focus, returns null
; set to null
or {@link Uuid(0)|Uuid.NULL} to clear
+ * keyboard focus.
*/
/// handles scripting of Entity commands from JS passed to assigned clients
class EntityScriptingInterface : public OctreeScriptingInterface, public Dependency {
@@ -191,8 +191,8 @@ public:
* objects (e.g., the "keyLight"
property), use the property and subproperty names in dot notation (e.g.,
* "keyLight.color"
).
* @returns {Entities.EntityProperties[]} The specified properties of each entity for each entity that can be found. If
- * none of the entities can be found then an empty array. If no properties are specified, then all properties are
- * returned.
+ * none of the entities can be found, then an empty array is returned. If no properties are specified, then all
+ * properties are returned.
* @example name
property, other properties set per the original
- * entity's clone-related {@link Entities.EntityProperties|properties} (e.g., cloneLifetime
), and
- * clone-related properties set to defaults.
+ * Creates a clone of an entity. The clone has the same properties as the original except that: it has a modified
+ * name
property, clone-related properties are set per the original entity's clone-related
+ * {@link Entities.EntityProperties|properties} (e.g., cloneLifetime
), and its clone-related properties are
+ * set to their defaults.
* Domain entities must have their cloneable
property value be true
in order to be cloned. A
* domain entity can be cloned by a client that doesn't have rez permissions in the domain.
Avatar entities must have their cloneable
and cloneAvatarEntity
property values be
@@ -507,7 +508,7 @@ public slots:
Q_INVOKABLE QObject* getEntityObject(const QUuid& id);
/**jsdoc
- * Checks whether an entities's assets have been loaded. For example, for an Model
entity the result indicates
+ * Checks whether an entity's assets have been loaded. For example, for an Model
entity the result indicates
* whether its textures have been loaded.
* @function Entities.isLoaded
* @param {Uuid} id - The ID of the entity to check.
@@ -747,7 +748,8 @@ public slots:
* @param {string} entityName - The name of the entity to search for.
* @param {Vec3} center - The point about which to search.
* @param {number} radius - The radius within which to search.
- * @param {boolean} [caseSensitive=false] - If true
then the search is case-sensitive.
+ * @param {boolean} [caseSensitive=false] - true
if the search is case-sensitive, false
if it is
+ * case-insensitive.
* @returns {Uuid[]} An array of entity IDs that have the specified name and intersect the search sphere. The array is
* empty if no entities could be found.
* @example
true
to pick against precise meshes, false
to pick
* against coarse meshes. If true
and the intersected entity is a Model
entity, the result's
* extraInfo
property includes more information than it otherwise would.
- * @param {Uuid[]} [entitiesToInclude=[]] - If not empty then the search is restricted to these entities.
+ * @param {Uuid[]} [entitiesToInclude=[]] - If not empty, then the search is restricted to these entities.
* @param {Uuid[]} [entitiesToDiscard=[]] - Entities to ignore during the search.
- * @param {boolean} [visibleOnly=false] - If true
then only entities that are
- * {@link Entities.EntityProperties|visible}
are searched.
- * @param {boolean} [collideableOnly=false] - If true
then only entities that are not
- * {@link Entities.EntityProperties|collisionless}
are searched.
+ * @param {boolean} [visibleOnly=false] - true
if only entities that are
+ * {@link Entities.EntityProperties|visible}
are searched for, false
if their visibility
+ * doesn't matter.
+ * @param {boolean} [collideableOnly=false] - true
if only entities that are not
+ * {@link Entities.EntityProperties|collisionless}
are searched, false
if their
+ * collideability doesn't matter.
* @returns {Entities.RayToEntityIntersectionResult} The result of the search for the first intersected entity.
* @example true
to make ray picks intersect the bounding box of
@@ -867,7 +871,7 @@ public slots:
/**jsdoc
* Gets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Light|Light} entities. Ray
- * picks are done using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API.
+ * picks are performed using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API.
* @function Entities.getLightsArePickable
* @returns {boolean} true
if ray picks intersect the bounding box of
* {@link Entities.EntityProperties-Light|Light} entities, otherwise false
.
@@ -877,7 +881,7 @@ public slots:
/**jsdoc
* Sets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Zone|Zone} entities. By
- * default, Zone entities are not intersected. The setting lasts for the Interface session. Ray picks are done using
+ * default, Zone entities are not intersected. The setting lasts for the Interface session. Ray picks are performed using
* {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API.
* @function Entities.setZonesArePickable
* @param {boolean} value - true
to make ray picks intersect the bounding box of
@@ -888,7 +892,7 @@ public slots:
/**jsdoc
* Gets whether or not ray picks intersect the bounding box of {@link Entities.EntityProperties-Zone|Zone} entities. Ray
- * picks are done using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API.
+ * picks are performed using {@link Entities.findRayIntersection|findRayIntersection}, or the {@link Picks} API.
* @function Entities.getZonesArePickable
* @returns {boolean} true
if ray picks intersect the bounding box of
* {@link Entities.EntityProperties-Zone|Zone} entities, otherwise false
.
@@ -1068,7 +1072,7 @@ public slots:
* the dimensions of each voxel.
* @function Entities.worldCoordsToVoxelCoords
* @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity.
- * @param {Vec3} worldCoords - The world coordinates. May be outside the entity's bounding box.
+ * @param {Vec3} worldCoords - The world coordinates. The value may be outside the entity's bounding box.
* @returns {Vec3} The voxel coordinates of the worldCoords
if the entityID
is a
* {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}. The value may be
* fractional and outside the entity's bounding box.
@@ -1083,7 +1087,7 @@ public slots:
* Vec3.ONE
being the dimensions of each voxel.
* @function Entities.voxelCoordsToLocalCoords
* @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity.
- * @param {Vec3} voxelCoords - The voxel coordinates. May be fractional and outside the entity's bounding box.
+ * @param {Vec3} voxelCoords - The voxel coordinates. The value may be fractional and outside the entity's bounding box.
* @returns {Vec3} The local coordinates of the voxelCoords
if the entityID
is a
* {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}.
* @example Vec3.ONE
being the dimensions of each voxel.
* @function Entities.localCoordsToVoxelCoords
* @param {Uuid} entityID - The ID of the {@link Entities.EntityProperties-PolyVox|PolyVox} entity.
- * @param {Vec3} localCoords - The local coordinates. May be outside the entity's bounding box.
+ * @param {Vec3} localCoords - The local coordinates. The value may be outside the entity's bounding box.
* @returns {Vec3} The voxel coordinates of the worldCoords
if the entityID
is a
* {@link Entities.EntityProperties-PolyVox|PolyVox} entity, otherwise {@link Vec3(0)|Vec3.ZERO}. The value may be
* fractional and outside the entity's bounding box.
@@ -2105,7 +2109,7 @@ public slots:
* @function Entities.getPropertyInfo
* @param {string} propertyName - The name of the property to get the information for.
* @returns {Entities.EntityPropertyInfo} The information about the property if it can be found, otherwise an empty object.
- * @example true
if the script can change the ?
property of an entity,
+ * @param {boolean} canWriteAssets - true
if the script can change the asset server's assets,
* false
if it can't.
* @returns {Signal}
*/
diff --git a/libraries/entities/src/GrabPropertyGroup.h b/libraries/entities/src/GrabPropertyGroup.h
index 75804378aa..9fa58273be 100644
--- a/libraries/entities/src/GrabPropertyGroup.h
+++ b/libraries/entities/src/GrabPropertyGroup.h
@@ -44,19 +44,20 @@ static const glm::vec3 INITIAL_EQUIPPABLE_INDICATOR_OFFSET { glm::vec3(0.0f) };
* Grabbing behavior is defined by the following properties:
*
* @typedef {object} Entities.Grab
- * @property {boolean} grabbable=true - If true
then the entity can be grabbed.
- * @property {boolean} grabKinematic=true - If true
then the entity will be updated in a kinematic manner when
- * grabbed; if false
it will be grabbed using a tractor action. A kinematic grab will make the item appear
+ * @property {boolean} grabbable=true - true
if the entity can be grabbed, false
if it can't be.
+ * @property {boolean} grabKinematic=true - true
if the entity will be updated in a kinematic manner when
+ * grabbed; false
if it will be grabbed using a tractor action. A kinematic grab will make the item appear
* more tightly held but will cause it to behave poorly when interacting with dynamic entities.
- * @property {boolean} grabFollowsController=true - If true
then the entity will follow the motions of the hand
- * controller even if the avatar's hand can't get to the implied position. This should be set true
for tools,
- * pens, etc. and false
for things meant to decorate the hand.
- * @property {boolean} triggerable=false - If true
then the entity will receive calls to trigger
- * {@link Controller|Controller entity methods}.
- * @property {boolean} grabDelegateToParent=true - If true
and the entity is grabbed, the grab will be transferred
- * to its parent entity if there is one; if false
, a child entity can be grabbed and moved relative to its
- * parent.
- * @property {boolean} equippable=true - If true
then the entity can be equipped.
+ * @property {boolean} grabFollowsController=true - true
if the entity will follow the motions of the hand
+ * controller even if the avatar's hand can't get to the implied position, false
if it will follow the motions
+ * of the avatar's hand. This should be set true
for tools, pens, etc. and false
for things meant
+* to decorate the hand.
+ * @property {boolean} triggerable=false - true
if the entity will receive calls to trigger
+ * {@link Controller|Controller entity methods}, false
if it won't.
+ * @property {boolean} grabDelegateToParent=true - true
if when the entity is grabbed, the grab will be
+ * transferred to its parent entity if there is one; false
if the grab won't be transferred, so a child entity
+ * can be grabbed and moved relative to its parent.
+ * @property {boolean} equippable=true - true
if the entity can be equipped, false
if it cannot.
* @property {Vec3} equippableLeftPosition=0,0,0 - Positional offset from the left hand, when equipped.
* @property {Quat} equippableLeftRotation=0,0,0,1 - Rotational offset from the left hand, when equipped.
* @property {Vec3} equippableRightPosition=0,0,0 - Positional offset from the right hand, when equipped.
diff --git a/libraries/entities/src/HazePropertyGroup.h b/libraries/entities/src/HazePropertyGroup.h
index 116bfd9687..59a36b6f7f 100644
--- a/libraries/entities/src/HazePropertyGroup.h
+++ b/libraries/entities/src/HazePropertyGroup.h
@@ -49,14 +49,16 @@ static const float INITIAL_KEY_LIGHT_ALTITUDE{ 200.0f };
* @property {number} hazeRange=1000 - The horizontal distance at which visibility is reduced to 95%; i.e., 95% of each pixel's
* color is haze.
* @property {Color} hazeColor=128,154,179 - The color of the haze when looking away from the key light.
- * @property {boolean} hazeEnableGlare=false - If true
then the haze is colored with glare from the key light;
- * hazeGlareColor
and hazeGlareAngle
are used.
+ * @property {boolean} hazeEnableGlare=false - true
if the haze is colored with glare from the key light,
+ * false
if it isn't. If true
, then hazeGlareColor
and hazeGlareAngle
+ * are used.
* @property {Color} hazeGlareColor=255,299,179 - The color of the haze when looking towards the key light.
* @property {number} hazeGlareAngle=20 - The angle in degrees across the circle around the key light that the glare color and
* haze color are blended 50/50.
*
- * @property {boolean} hazeAltitudeEffect=false - If true
then haze decreases with altitude as defined by the
- * entity's local coordinate system; hazeBaseRef
and hazeCeiling
are used.
+ * @property {boolean} hazeAltitudeEffect=false - true
if haze decreases with altitude as defined by the
+ * entity's local coordinate system, false
if it doesn't. If true
, then hazeBaseRef
+ * and hazeCeiling
are used.
* @property {number} hazeBaseRef=0 - The y-axis value in the entity's local coordinate system at which the haze density starts
* reducing with altitude.
* @property {number} hazeCeiling=200 - The y-axis value in the entity's local coordinate system at which the haze density has
@@ -65,8 +67,8 @@ static const float INITIAL_KEY_LIGHT_ALTITUDE{ 200.0f };
* @property {number} hazeBackgroundBlend=0 - The proportion of the skybox image to show through the haze: 0.0
* displays no skybox image; 1.0
displays no haze.
*
- * @property {boolean} hazeAttenuateKeyLight=false - If true
then the haze attenuates the key light;
- * hazeKeyLightRange
and hazeKeyLightAltitude
are used.
+ * @property {boolean} hazeAttenuateKeyLight=false - true
if the haze attenuates the key light, false
+ * if it doesn't. If true
, then hazeKeyLightRange
and hazeKeyLightAltitude
are used.
* @property {number} hazeKeyLightRange=1000 - The distance at which the haze attenuates the key light by 95%.
* @property {number} hazeKeyLightAltitude=200 - The altitude at which the haze starts attenuating the key light (i.e., the
* altitude at which the distance starts being calculated).
diff --git a/libraries/entities/src/KeyLightPropertyGroup.h b/libraries/entities/src/KeyLightPropertyGroup.h
index 31e0cba1c6..d46f5ce9b5 100644
--- a/libraries/entities/src/KeyLightPropertyGroup.h
+++ b/libraries/entities/src/KeyLightPropertyGroup.h
@@ -33,8 +33,9 @@ class ReadBitstreamToTreeParams;
* @property {Color} color=255,255,255 - The color of the light.
* @property {number} intensity=1 - The intensity of the light.
* @property {Vec3} direction=0,-1,0 - The direction the light is shining.
- * @property {boolean} castShadows=false - If true
then shadows are cast. Shadows are cast by avatars, plus
- * {@link Entities.EntityProperties-Model|Model} and {@link Entities.EntityProperties-Shape|Shape} entities that have their
+ * @property {boolean} castShadows=false - true
if shadows are cast, false
if they aren't. Shadows
+ * are cast by avatars, plus {@link Entities.EntityProperties-Model|Model} and
+ * {@link Entities.EntityProperties-Shape|Shape} entities that have their
* {@link Entities.EntityProperties|canCastShadow}
property set to true
.
*/
class KeyLightPropertyGroup : public PropertyGroup {
diff --git a/libraries/material-networking/src/material-networking/MaterialCache.cpp b/libraries/material-networking/src/material-networking/MaterialCache.cpp
index 4f6d149fbe..cfe3b73e49 100644
--- a/libraries/material-networking/src/material-networking/MaterialCache.cpp
+++ b/libraries/material-networking/src/material-networking/MaterialCache.cpp
@@ -115,15 +115,15 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater
* Supported models are: "hifi_pbr"
.
* @property {string} name="" - A name for the material. Supported by all material models.
* @property {ColorFloat|RGBS|string} emissive - The emissive color, i.e., the color that the material emits. A
- * {@link ColorFloat} value is treated as sRGB and must have component values in the range 0.0
—
+ * {@link ColorFloat} value is treated as sRGB and must have component values in the range 0.0
–
* 1.0
. A {@link RGBS} value can be either RGB or sRGB.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* @property {number|string} opacity=1.0 - The opacity, range 0.0
– 1.0
.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {boolean|string} unlit=false - If true
, the material is not lit, otherwise it is.
+ * @property {boolean|string} unlit=false - true
if the material is not lit, false
if it is.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* @property {ColorFloat|RGBS|string} albedo - The albedo color. A {@link ColorFloat} value is treated as sRGB and must have
- * component values in the range 0.0
— 1.0
. A {@link RGBS} value can be either RGB or sRGB.
+ * component values in the range 0.0
– 1.0
. A {@link RGBS} value can be either RGB or sRGB.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* @property {number|string} roughness - The roughness, range 0.0
– 1.0
.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
@@ -172,9 +172,9 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater
* @property {string} materialParams - Parameters for controlling the material projection and repetition.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* Currently not used.
- * @property {boolean} defaultFallthrough=false - Iftrue
, all properties fall through to the material below
- * unless they are set. If false
, they respect their individual fall-through setting. "hifi_pbr"
- * model only.
+ * @property {boolean} defaultFallthrough=false - true
if all properties fall through to the material below
+ * unless they are set, false
if properties respect their individual fall-through settings.
+ * "hifi_pbr"
model only.
*/
// Note: See MaterialEntityItem.h for default values used in practice.
std::pair"offset"
{@link Entities.ActionType|ActionType} moves an entity so that it is a set distance away from a
- * target point.
+ * The "offset"
{@link Entities.ActionType|ActionType} moves an entity so that it is a defined distance away from
+ * a target point.
* It has arguments in addition to the common {@link Entities.ActionArguments|ActionArguments}:
*
* @typedef {object} Entities.ActionArguments-Offset
diff --git a/libraries/physics/src/ObjectDynamic.cpp b/libraries/physics/src/ObjectDynamic.cpp
index f02b7b1c4c..4f7feacbab 100644
--- a/libraries/physics/src/ObjectDynamic.cpp
+++ b/libraries/physics/src/ObjectDynamic.cpp
@@ -95,23 +95,24 @@ bool ObjectDynamic::updateArguments(QVariantMap arguments) {
/**jsdoc
* Different entity action types have different arguments: some common to all actions (listed in the table) and some specific
- * to each {@link Entities.ActionType|ActionType} (linked to below). The arguments are accessed as an object of property names
- * and values.
+ * to each {@link Entities.ActionType|ActionType} (linked to below).
*
* @typedef {object} Entities.ActionArguments
* @property {Entities.ActionType} type - The type of action.
* @property {string} tag="" - A string that a script can use for its own purposes.
* @property {number} ttl=0 - How long the action should exist, in seconds, before it is automatically deleted. A value of
* 0
means that the action should not be deleted.
- * @property {boolean} isMine=true - Is true
if the action was created during the current client session,
- * false
otherwise. Read-only.
- * @property {boolean} ::no-motion-state - Is present when the entity hasn't been registered with the physics engine yet (e.g.,
- * if the action hasn't been properly configured), otherwise undefined
. Read-only.
- * @property {boolean} ::active - Is true
when the action is modifying the entity's motion, false
- * otherwise. Is present once the entity has been registered with the physics engine, otherwise undefined
.
+ * @property {boolean} isMine=true - true
if the action was created during the current client session,
+ * false
if it wasn't. Read-only.
+ * @property {boolean} ::no-motion-state - Is present with a value of true
when the entity hasn't been registered
+ * with the physics engine yet (e.g., if the action hasn't been properly configured), otherwise the property is
+ * undefined
. Read-only.
+ * @property {boolean} ::active - true
when the action is modifying the entity's motion, false
+ * otherwise. Is present once the entity has been registered with the physics engine, otherwise the property is
+ * undefined
.
* Read-only.
* @property {Entities.PhysicsMotionType} ::motion-type - How the entity moves with the action. Is present once the entity has
- * been registered with the physics engine, otherwise undefined
. Read-only.
+ * been registered with the physics engine, otherwise the property is undefined
. Read-only.
*
* @comment The different action types have additional arguments as follows:
* @see {@link Entities.ActionArguments-FarGrab|ActionArguments-FarGrab}
diff --git a/libraries/script-engine/src/AudioScriptingInterface.h b/libraries/script-engine/src/AudioScriptingInterface.h
index dea44d6a1d..10af9214c1 100644
--- a/libraries/script-engine/src/AudioScriptingInterface.h
+++ b/libraries/script-engine/src/AudioScriptingInterface.h
@@ -108,8 +108,8 @@ public:
* Sets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed
* only if you're unmuted or are using push-to-talk.
* @function Audio.setServerEcho
- * @parm {boolean} serverEcho - true
to enable echoing microphone back to you from the server,
- * false to disable.
+ * @param {boolean} serverEcho - true
to enable echoing microphone back to you from the server,
+ * false
to disable.
*/
Q_INVOKABLE void setServerEcho(bool serverEcho);