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Revise extended avatar blend shapes JSDoc
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ctrlaltdavid committed Dec 17, 2019
1 parent a6b4bc5 commit ccc4be5
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Showing 2 changed files with 29 additions and 32 deletions.
33 changes: 15 additions & 18 deletions interface/src/avatar/MyAvatar.h
Original file line number Diff line number Diff line change
Expand Up @@ -148,21 +148,21 @@ class MyAvatar : public Avatar {
* size in the virtual world. <em>Read-only.</em>
* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
* <em>Read-only.</em>
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
* blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
* <p><strong>Note:</strong> This property will automatically be set to <code>true</code> if the controller system has
* valid facial blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code>
* to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
* <code>false</code> to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> to fully control the mouth facial blend shapes via the
* {@link MyAvatar.setBlendshape} method.
*
* @comment IMPORTANT: This group of properties is copied from Avatar.h; they should NOT be edited here.
Expand Down Expand Up @@ -321,10 +321,7 @@ class MyAvatar : public Avatar {
* @borrows Avatar.setAttachmentsVariant as setAttachmentsVariant
* @borrows Avatar.updateAvatarEntity as updateAvatarEntity
* @borrows Avatar.clearAvatarEntity as clearAvatarEntity
* @borrows Avatar.hasScriptedBlendshapes as hasScriptedBlendshapes
* @borrows Avatar.hasProceduralBlinkFaceMovement as hasProceduralBlinkFaceMovement
* @borrows Avatar.hasProceduralEyeFaceMovement as hasProceduralEyeFaceMovement
* @borrows Avatar.hasAudioEnabledFaceMovement as hasAudioEnabledFaceMovement
* @borrows Avatar.setForceFaceTrackerConnected as setForceFaceTrackerConnected
* @borrows Avatar.setSkeletonModelURL as setSkeletonModelURL
* @borrows Avatar.getAttachmentData as getAttachmentData
* @borrows Avatar.setAttachmentData as setAttachmentData
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28 changes: 14 additions & 14 deletions libraries/avatars/src/AvatarData.h
Original file line number Diff line number Diff line change
Expand Up @@ -533,21 +533,21 @@ class AvatarData : public QObject, public SpatiallyNestable {
* @property {boolean} hasPriority - <code>true</code> if the avatar is in a "hero" zone, <code>false</code> if it isn't.
* <em>Read-only.</em>
* @property {boolean} hasScriptedBlendshapes=false - <code>true</code> if blend shapes are controlled by scripted actions,
* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link MyAvatar.setBlendshape} method,
* otherwise <code>false</code>. Set this to <code>true</code> before using the {@link Avatar.setBlendshape} method,
* and set back to <code>false</code> after you no longer want scripted control over the blend shapes.
* <p><strong>Note:</strong> This property will automatically be set to true if the Controller system has valid facial
* blend shape actions.</p>
* <p><strong>Note:</strong> This property will automatically be set to <code>true</code> if the controller system has
* valid facial blend shape actions.</p>
* @property {boolean} hasProceduralBlinkFaceMovement=true - <code>true</code> if avatars blink automatically by animating
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code> if
* you wish to fully control the blink facial blend shapes via the {@link MyAvatar.setBlendshape} method.
* facial blend shapes, <code>false</code> if automatic blinking is disabled. Set this property to <code>false</code>
* to fully control the blink facial blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasProceduralEyeFaceMovement=true - <code>true</code> if the facial blend shapes for an avatar's eyes
* adjust automatically as the eyes move, <code>false</code> if this automatic movement is disabled. Set this property
* to <code>true</code> to prevent the iris from being obscured by the upper or lower lids. Set this property to
* <code>false</code> if you wish to fully control the eye blend shapes via the {@link MyAvatar.setBlendshape} method.
* <code>false</code> to fully control the eye blend shapes via the {@link Avatar.setBlendshape} method.
* @property {boolean} hasAudioEnabledFaceMovement=true - <code>true</code> if the avatar's mouth blend shapes animate
* automatically based on detected microphone input, <code>false</code> if this automatic movement is disabled. Set
* this property to <code>false</code> if you wish to fully control the mouth facial blend shapes via the
* {@link MyAvatar.setBlendshape} method.
* this property to <code>false</code> to fully control the mouth facial blend shapes via the
* {@link Avatar.setBlendshape} method.
*/
Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
Expand Down Expand Up @@ -1134,8 +1134,8 @@ class AvatarData : public QObject, public SpatiallyNestable {

/**jsdoc
* Sets the value of a blend shape to animate your avatar's face. In order for other users to see the resulting animations
* on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to <code>true</code>. When you are done using this API,
* set {@link Avatar.hasScriptedBlendshapes} back to <code>false</code> when the animation is complete.
* on your avatar's face, set <code>hasScriptedBlendshapes</code> to <code>true</code>. When you are done using this API,
* set <code>hasScriptedBlendshapes</code> back to <code>false</code> when the animation is complete.
* @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}.
Expand Down Expand Up @@ -1188,12 +1188,12 @@ class AvatarData : public QObject, public SpatiallyNestable {
Q_INVOKABLE virtual void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true);

/**jsdoc
* <p class="important">Deprecated: This method is deprecated and will be removed.</p>
* Use Avatar.hasScriptedBlendshapes property instead.
* Enables blendshapes set using {@link Avatar.setBlendshape} or {@link MyAvatar.setBlendshape} to be transmitted to other
* Enables blend shapes 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.
* <p class="important">Deprecated: This method is deprecated and will be removed. Use the
* <code>Avatar.hasScriptedBlendshapes</code> or <code>MyAvatar.hasScriptedBlendshapes</code> property instead.</p>
* @function Avatar.setForceFaceTrackerConnected
* @param {boolean} connected - <code>true</code> to enable blendshape changes to be transmitted to other users,
* @param {boolean} connected - <code>true</code> to enable blend shape changes to be transmitted to other users,
* <code>false</code> to disable.
*/
Q_INVOKABLE void setForceFaceTrackerConnected(bool connected) { setHasScriptedBlendshapes(connected); }
Expand Down

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