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Merge pull request #16129 from RebeccaStankus/feetPosition
Feet position
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commit
d88c43614c
1 changed files with 4 additions and 3 deletions
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@ -154,6 +154,7 @@ class MyAvatar : public Avatar {
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*
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* @property {Vec3} qmlPosition - A synonym for <code>position</code> for use by QML.
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*
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* @property {Vec3} feetPosition - The position of the avatar's feet.
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* @property {boolean} shouldRenderLocally=true - If <code>true</code> then your avatar is rendered for you in Interface,
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* otherwise it is not rendered for you (but it is still rendered for other users).
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* @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor.
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@ -340,6 +341,7 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(QVector3D qmlPosition READ getQmlPosition)
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QVector3D getQmlPosition() { auto p = getWorldPosition(); return QVector3D(p.x, p.y, p.z); }
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Q_PROPERTY(glm::vec3 feetPosition READ getWorldFeetPosition WRITE goToFeetLocation)
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Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
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Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
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Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
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@ -1938,9 +1940,8 @@ public slots:
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* @param {boolean} [shouldFaceLocation=false] - Set to <code>true</code> to position the avatar a short distance away from
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* the new position and orientate the avatar to face the position.
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*/
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void goToFeetLocation(const glm::vec3& newPosition,
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bool hasOrientation, const glm::quat& newOrientation,
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bool shouldFaceLocation);
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void goToFeetLocation(const glm::vec3& newPosition, bool hasOrientation = false,
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const glm::quat& newOrientation = glm::quat(), bool shouldFaceLocation = false);
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/**jsdoc
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* Moves the avatar to a new position and/or orientation in the domain.
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