diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index bb6f036533..0108fb5eda 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -154,6 +154,7 @@ class MyAvatar : public Avatar { * * @property {Vec3} qmlPosition - A synonym for position for use by QML. * + * @property {Vec3} feetPosition - The position of the avatar's feet. * @property {boolean} shouldRenderLocally=true - If true then your avatar is rendered for you in Interface, * otherwise it is not rendered for you (but it is still rendered for other users). * @property {Vec3} motorVelocity=Vec3.ZERO - The target velocity of your avatar to be achieved by a scripted motor. @@ -340,6 +341,7 @@ class MyAvatar : public Avatar { Q_PROPERTY(QVector3D qmlPosition READ getQmlPosition) QVector3D getQmlPosition() { auto p = getWorldPosition(); return QVector3D(p.x, p.y, p.z); } + Q_PROPERTY(glm::vec3 feetPosition READ getWorldFeetPosition WRITE goToFeetLocation) Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally) Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity) Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale) @@ -1938,9 +1940,8 @@ public slots: * @param {boolean} [shouldFaceLocation=false] - Set to true to position the avatar a short distance away from * the new position and orientate the avatar to face the position. */ - void goToFeetLocation(const glm::vec3& newPosition, - bool hasOrientation, const glm::quat& newOrientation, - bool shouldFaceLocation); + void goToFeetLocation(const glm::vec3& newPosition, bool hasOrientation = false, + const glm::quat& newOrientation = glm::quat(), bool shouldFaceLocation = false); /**jsdoc * Moves the avatar to a new position and/or orientation in the domain.