diff --git a/interface/src/ui/overlays/Overlays.h b/interface/src/ui/overlays/Overlays.h index b3d9992bd08..a0f2e866e28 100644 --- a/interface/src/ui/overlays/Overlays.h +++ b/interface/src/ui/overlays/Overlays.h @@ -71,10 +71,10 @@ class ParabolaToOverlayIntersectionResult { }; /*@jsdoc - * The Overlays API provides facilities to create and interact with overlays. These are 2D and 3D objects visible + * The Overlays API provides facilities to create and interact with overlays. These are 2D and 3D objects visible * only to yourself and that aren't persisted to the domain. They are used for UI. * - *

Note: 3D overlays are local {@link Entities}, internally, so many of the methods also work with + *

Note: 3D overlays are local {@link Entities}, internally, so many of the methods also work with * entities.

* * @namespace Overlays @@ -83,8 +83,8 @@ class ParabolaToOverlayIntersectionResult { * @hifi-client-entity * @hifi-avatar * - * @property {Uuid} keyboardFocusOverlay - The {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay - * ({@link Entities.EntityProperties-Web|Web} entity) that has keyboard focus. If no overlay (entity) has keyboard focus, + * @property {Uuid} keyboardFocusOverlay - The {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay + * ({@link Entities.EntityProperties-Web|Web} entity) that has keyboard focus. If no overlay (entity) has keyboard focus, * returns null; set to null or {@link Uuid(0)|Uuid.NULL} to clear keyboard focus. */ @@ -152,7 +152,7 @@ public slots: * @function Overlays.editOverlay * @param {Uuid} id - The ID of the overlay (or entity) to edit. * @param {Overlays.OverlayProperties} properties - The properties changes to make. - * @returns {boolean} false if Interface is exiting. Otherwise, if a 2D overlay then true always, + * @returns {boolean} false if Interface is exiting. Otherwise, if a 2D overlay then true always, * and if a 3D overlay then true if the overlay was found and edited, otherwise false. * @example Add an overlay in front of your avatar then change its color. * var overlay = Overlays.addOverlay("cube", { @@ -222,8 +222,8 @@ public slots: QString getOverlayType(const QUuid& id); /*@jsdoc - * Gets an overlay's (or entity's) script object. In particular, this is useful for accessing a - * {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay's EventBridge script object to + * Gets an overlay's (or entity's) script object. In particular, this is useful for accessing a + * {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay's EventBridge script object to * exchange messages with the web page script. *

To send a message from an Interface script to a "web3d" overlay over its event bridge:

*
var overlayObject = Overlays.getOverlayObject(overlayID);
@@ -250,9 +250,9 @@ public slots:
      *             // Message received from the script.
      *             console.log("Message received: " + message);
      *         }
-     * 
+     *
      *         EventBridge.scriptEventReceived.connect(onScriptEventReceived);
-     * 
+     *
      *         setInterval(function () {
      *             // Send a message to the script.
      *             EventBridge.emitWebEvent("hello");
@@ -260,7 +260,7 @@ public slots:
      *     
      * 
      * 
-     * 
+     *
      * // Interface script file.
      * var web3DOverlay = Overlays.addOverlay("web3d", {
      *     type: "Web",
@@ -269,22 +269,22 @@ public slots:
      *     sourceUrl : Script.resolvePath("web3d.html"),
      *     alpha : 1.0
      *     });
-     * 
+     *
      * var overlayObject;
-     * 
+     *
      * function onWebEventReceived(message) {
      *     // Message received.
      *     print("Message received: " + message);
-     * 
+     *
      *     // Send a message back.
      *     overlayObject.emitScriptEvent(message + " back");
      * }
-     * 
+     *
      * Script.setTimeout(function() {
      *     overlayObject = Overlays.getOverlayObject(web3DOverlay);
      *     overlayObject.webEventReceived.connect(onWebEventReceived);
      * }, 500);
-     * 
+     *
      * Script.scriptEnding.connect(function() {
      *     Overlays.deleteOverlay(web3DOverlay);
      * });
@@ -314,18 +314,18 @@ public slots:
      * Finds the closest 3D overlay (or local entity) intersected by a {@link PickRay}.
      * @function Overlays.findRayIntersection
      * @param {PickRay} pickRay - The PickRay to use for finding overlays.
-     * @param {boolean} [precisionPicking=false] - true to pick against precise meshes, false to pick 
-     *     against coarse meshes. If true and the intersected entity is a model, the result's 
+     * @param {boolean} [precisionPicking=false] - true to pick against precise meshes, false to pick
+     *     against coarse meshes. If true and the intersected entity is a model, the result's
      *     extraInfo property includes more information than it otherwise would.
      * @param {Array.} [include=[]] - If not empty, then the search is restricted to these overlays (and local entities).
      * @param {Array.} [discard=[]] - Overlays (and local entities) to ignore during the search.
-     * @param {boolean} [visibleOnly=false] - true if only overlays (and local entities) that are 
+     * @param {boolean} [visibleOnly=false] - true if only overlays (and local entities) that are
      *     {@link Overlays.OverlayProperties|visible} should be searched.
-     * @param {boolean} [collideableOnly=false] - true if only local entities that are not 
+     * @param {boolean} [collideableOnly=false] - true if only local entities that are not
      *     {@link Entities.EntityProperties|collisionless} should be searched.
-     * @returns {Overlays.RayToOverlayIntersectionResult} The result of the search for the first intersected overlay (or local 
+     * @returns {Overlays.RayToOverlayIntersectionResult} The result of the search for the first intersected overlay (or local
      *     entity.
-     * @example Create a cube overlay in front of your avatar. Report 3D overlay intersection details for mouse 
+     * @example Create a cube overlay in front of your avatar. Report 3D overlay intersection details for mouse
      *     clicks.
      * var overlay = Overlays.addOverlay("cube", {
      *     position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -3 })),
@@ -352,7 +352,7 @@ public slots:
      * @function Overlays.findOverlays
      * @param {Vec3} center - The center of the search sphere.
      * @param {number} radius - The radius of the search sphere.
-     * @returns {Uuid[]} The IDs of the overlays (local entities) that are visible and have bounding boxes that touch a search 
+     * @returns {Uuid[]} The IDs of the overlays (local entities) that are visible and have bounding boxes that touch a search
      *     sphere.
      * @example Create two overlays in front of your avatar then search for overlays near your avatar.
      * var overlayA = Overlays.addOverlay("cube", {
@@ -376,17 +376,17 @@ public slots:
     QVector findOverlays(const glm::vec3& center, float radius);
 
     /*@jsdoc
-     * Checks whether an overlay's (or entity's) assets have been loaded. For example, for an 
-     * {@link Overlays.OverlayProperties-Image|"image"} overlay, the result indicates whether its image has been 
+     * Checks whether an overlay's (or entity's) assets have been loaded. For example, for an
+     * {@link Overlays.OverlayProperties-Image|"image"} overlay, the result indicates whether its image has been
      * loaded.
      * @function Overlays.isLoaded
      * @param {Uuid} id - The ID of the overlay (or entity) to check.
-     * @returns {boolean} true if the overlay's (or entity's) assets have been loaded, otherwise 
+     * @returns {boolean} true if the overlay's (or entity's) assets have been loaded, otherwise
      *     false.
      * @example Create an image overlay and report whether its image is loaded after 1s.
      * var overlay = Overlays.addOverlay("image", {
      *     bounds: { x: 100, y: 100, width: 200, height: 200 },
-     *     imageURL: "https://content.vircadia.com/eu-c-1/vircadia-assets/interface/default/default_particle.png"
+     *     imageURL: "https://content.overte.org/Bazaar/Assets/Textures/Defaults/Interface/default_particle.png"
      * });
      * Script.setTimeout(function () {
      *     var isLoaded = Overlays.isLoaded(overlay);
@@ -397,13 +397,13 @@ public slots:
 
     /*@jsdoc
      * Calculates the size of some text in a text overlay (or entity). The overlay (or entity) need not be set visible.
-     * 

Note: The size of text in a 3D overlay (or entity) cannot be calculated immediately after the + *

Note: The size of text in a 3D overlay (or entity) cannot be calculated immediately after the * overlay (or entity) is created; a short delay is required while the overlay (or entity) finishes being created.

* @function Overlays.textSize * @param {Uuid} id - The ID of the overlay (or entity) to use for calculation. * @param {string} text - The string to calculate the size of. * @returns {Size} The size of the text if the object is a text overlay (or entity), otherwise - * { height: 0, width : 0 }. If the object is a 2D overlay, the size is in pixels; if the object is a 3D + * { height: 0, width : 0 }. If the object is a 2D overlay, the size is in pixels; if the object is a 3D * overlay (or entity), the size is in meters. * @example Calculate the size of "hello" in a 3D text entity. * var overlay = Overlays.addOverlay("text3d", { @@ -447,7 +447,7 @@ public slots: * @function Overlays.sendMousePressOnOverlay * @param {Uuid} id - The ID of the overlay (or local entity) to generate a mouse press event on. * @param {PointerEvent} event - The mouse press event details. - * @example Create a 2D rectangle overlay plus a 3D cube overlay and generate mousePressOnOverlay events for the + * @example Create a 2D rectangle overlay plus a 3D cube overlay and generate mousePressOnOverlay events for the * 2D overlay. * var overlay3D = Overlays.addOverlay("cube", { * position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -3 })), @@ -523,20 +523,20 @@ public slots: void sendHoverLeaveOverlay(const QUuid& id, const PointerEvent& event); /*@jsdoc - * Gets the ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay + * Gets the ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay * ({@link Entities.EntityProperties-Web|Web} entity) that has keyboard focus. * @function Overlays.getKeyboardFocusOverlay - * @returns {Uuid} The ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay + * @returns {Uuid} The ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay * ({@link Entities.EntityProperties-Web|Web} entity) that has focus, if any, otherwise null. */ QUuid getKeyboardFocusOverlay() { return DependencyManager::get()->getKeyboardFocusEntity(); } /*@jsdoc - * Sets the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay + * Sets the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay * ({@link Entities.EntityProperties-Web|Web} entity) that has keyboard focus. * @function Overlays.setKeyboardFocusOverlay - * @param {Uuid} id - The ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay - * ({@link Entities.EntityProperties-Web|Web} entity) to set keyboard focus to. Use null or + * @param {Uuid} id - The ID of the {@link Overlays.OverlayProperties-Web3D|"web3d"} overlay + * ({@link Entities.EntityProperties-Web|Web} entity) to set keyboard focus to. Use null or * {@link Uuid(0)|Uuid.NULL} to unset keyboard focus from an overlay (entity). */ void setKeyboardFocusOverlay(const QUuid& id) { DependencyManager::get()->setKeyboardFocusEntity(id); } @@ -566,7 +566,7 @@ public slots: void overlayDeleted(const QUuid& id); /*@jsdoc - * Triggered when a mouse press event occurs on an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse press event occurs on an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendMousePressOnOverlay|sendMousePressOnOverlay} for a 2D overlay). * @function Overlays.mousePressOnOverlay * @param {Uuid} id - The ID of the overlay the mouse press event occurred on. @@ -599,7 +599,7 @@ public slots: void mouseDoublePressOnOverlay(const QUuid& id, const PointerEvent& event); /*@jsdoc - * Triggered when a mouse release event occurs on an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse release event occurs on an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendMouseReleaseOnOverlay|sendMouseReleaseOnOverlay} for a 2D overlay). * @function Overlays.mouseReleaseOnOverlay * @param {Uuid} id - The ID of the overlay the mouse release event occurred on. @@ -609,7 +609,7 @@ public slots: void mouseReleaseOnOverlay(const QUuid& id, const PointerEvent& event); /*@jsdoc - * Triggered when a mouse move event occurs on an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse move event occurs on an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendMouseMoveOnOverlay|sendMouseMoveOnOverlay} for a 2D overlay). * @function Overlays.mouseMoveOnOverlay * @param {Uuid} id - The ID of the overlay the mouse moved event occurred on. @@ -633,7 +633,7 @@ public slots: void mouseDoublePressOffOverlay(); /*@jsdoc - * Triggered when a mouse cursor starts hovering over an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse cursor starts hovering over an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendHoverEnterOverlay|sendHoverEnterOverlay} for a 2D overlay). * @function Overlays.hoverEnterOverlay * @param {Uuid} id - The ID of the overlay the mouse moved event occurred on. @@ -655,7 +655,7 @@ public slots: void hoverEnterOverlay(const QUuid& id, const PointerEvent& event); /*@jsdoc - * Triggered when a mouse cursor continues hovering over an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse cursor continues hovering over an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendHoverOverOverlay|sendHoverOverOverlay} for a 2D overlay). * @function Overlays.hoverOverOverlay * @param {Uuid} id - The ID of the overlay the hover over event occurred on. @@ -665,7 +665,7 @@ public slots: void hoverOverOverlay(const QUuid& id, const PointerEvent& event); /*@jsdoc - * Triggered when a mouse cursor finishes hovering over an overlay. Only occurs for 3D overlays (unless you use + * Triggered when a mouse cursor finishes hovering over an overlay. Only occurs for 3D overlays (unless you use * {@link Overlays.sendHoverLeaveOverlay|sendHoverLeaveOverlay} for a 2D overlay). * @function Overlays.hoverLeaveOverlay * @param {Uuid} id - The ID of the overlay the hover leave event occurred on. diff --git a/libraries/audio/src/AudioScriptingInterface.h b/libraries/audio/src/AudioScriptingInterface.h index 9b276ff6cf7..1f43e5f45a0 100644 --- a/libraries/audio/src/AudioScriptingInterface.h +++ b/libraries/audio/src/AudioScriptingInterface.h @@ -48,7 +48,7 @@ class AudioScriptingInterface : public QObject, public Dependency { } /*@jsdoc - * Adds avatars to the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list is + * Adds avatars to the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list is * played. * @function Audio.addToSoloList * @param {Uuid[]} ids - Avatar IDs to add to the solo list. @@ -57,25 +57,25 @@ class AudioScriptingInterface : public QObject, public Dependency { * // Find nearby avatars. * var RANGE = 100; // m * var nearbyAvatars = AvatarList.getAvatarsInRange(MyAvatar.position, RANGE); - * + * * // Remove own avatar from list. * var myAvatarIndex = nearbyAvatars.indexOf(MyAvatar.sessionUUID); * if (myAvatarIndex !== -1) { * nearbyAvatars.splice(myAvatarIndex, 1); * } - * + * * if (nearbyAvatars.length > 0) { * // Listen to only one of the nearby avatars. * var avatarName = AvatarList.getAvatar(nearbyAvatars[0]).displayName; * print("Listening only to " + avatarName); * Audio.addToSoloList([nearbyAvatars[0]]); - * + * * // Stop listening to only the one avatar after a short while. * Script.setTimeout(function () { * print("Finished listening only to " + avatarName); * Audio.resetSoloList(); * }, 10000); // 10s - * + * * } else { * print("No nearby avatars"); * } @@ -85,7 +85,7 @@ class AudioScriptingInterface : public QObject, public Dependency { } /*@jsdoc - * Removes avatars from the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list + * Removes avatars from the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list * is played. * @function Audio.removeFromSoloList * @param {Uuid[]} ids - Avatar IDs to remove from the solo list. @@ -103,44 +103,44 @@ class AudioScriptingInterface : public QObject, public Dependency { } /*@jsdoc - * Gets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed only + * Gets 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.getServerEcho - * @returns {boolean} true if echoing microphone audio back to you from the server is enabled, + * @returns {boolean} true if echoing microphone audio back to you from the server is enabled, * false if it isn't. */ Q_INVOKABLE bool getServerEcho(); /*@jsdoc - * Sets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed + * 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 - * @param {boolean} serverEcho - true to enable echoing microphone back to you from the server, + * @param {boolean} serverEcho - true to enable echoing microphone back to you from the server, * false to disable. */ Q_INVOKABLE void setServerEcho(bool serverEcho); /*@jsdoc - * Toggles the echoing of microphone audio back to you from the server. When enabled, microphone audio is echoed only if + * Toggles the echoing of microphone audio 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.toggleServerEcho */ Q_INVOKABLE void toggleServerEcho(); /*@jsdoc - * Gets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed + * Gets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed * even if you're muted or not using push-to-talk. * @function Audio.getLocalEcho - * @returns {boolean} true if echoing microphone audio back to you from the client is enabled, + * @returns {boolean} true if echoing microphone audio back to you from the client is enabled, * false if it isn't. */ Q_INVOKABLE bool getLocalEcho(); /*@jsdoc - * Sets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed + * Sets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed * even if you're muted or not using push-to-talk. * @function Audio.setLocalEcho - * @parm {boolean} localEcho - true to enable echoing microphone audio back to you from the client, + * @parm {boolean} localEcho - true to enable echoing microphone audio back to you from the client, * false to disable. * @example Echo local audio for a few seconds. * Audio.setLocalEcho(true); @@ -151,7 +151,7 @@ class AudioScriptingInterface : public QObject, public Dependency { Q_INVOKABLE void setLocalEcho(bool localEcho); /*@jsdoc - * Toggles the echoing of microphone audio back to you by the client. When enabled, microphone audio is echoed even if + * Toggles the echoing of microphone audio back to you by the client. When enabled, microphone audio is echoed even if * you're muted or not using push-to-talk. * @function Audio.toggleLocalEcho */ @@ -164,32 +164,32 @@ class AudioScriptingInterface : public QObject, public Dependency { // these methods are protected to stop C++ callers from calling, but invokable from script /*@jsdoc - * Starts playing or "injecting" the content of an audio file. The sound is played globally (sent to the audio - * mixer) so that everyone hears it, unless the injectorOptions has localOnly set to - * true in which case only the client hears the sound played. No sound is played if sent to the audio mixer - * but the client is not connected to an audio mixer. The {@link AudioInjector} object returned by the function can be used + * Starts playing or "injecting" the content of an audio file. The sound is played globally (sent to the audio + * mixer) so that everyone hears it, unless the injectorOptions has localOnly set to + * true in which case only the client hears the sound played. No sound is played if sent to the audio mixer + * but the client is not connected to an audio mixer. The {@link AudioInjector} object returned by the function can be used * to control the playback and get information about its current state. * @function Audio.playSound - * @param {SoundObject} sound - The content of an audio file, loaded using {@link SoundCache.getSound}. See + * @param {SoundObject} sound - The content of an audio file, loaded using {@link SoundCache.getSound}. See * {@link SoundObject} for supported formats. - * @param {AudioInjector.AudioInjectorOptions} [injectorOptions={}] - Configures where and how the audio injector plays the + * @param {AudioInjector.AudioInjectorOptions} [injectorOptions={}] - Configures where and how the audio injector plays the * audio file. * @returns {AudioInjector} The audio injector that plays the audio file. * @example Play a sound. - * var sound = SoundCache.getSound("https://cdn-1.vircadia.com/us-c-1/ken/samples/forest_ambiX.wav"); - * + * var sound = SoundCache.getSound("https://apidocs.overte.org/examples/beach-tide-amplified.wav"); + * * function playSound() { * var injectorOptions = { * position: MyAvatar.position * }; * var injector = Audio.playSound(sound, injectorOptions); * } - * + * * function onSoundReady() { * sound.ready.disconnect(onSoundReady); * playSound(); * } - * + * * if (sound.downloaded) { * playSound(); * } else { @@ -199,18 +199,18 @@ class AudioScriptingInterface : public QObject, public Dependency { Q_INVOKABLE ScriptAudioInjector* playSound(SharedSoundPointer sound, const AudioInjectorOptions& injectorOptions = AudioInjectorOptions()); /*@jsdoc - * Starts playing the content of an audio file locally (isn't sent to the audio mixer). This is the same as calling - * {@link Audio.playSound} with {@link AudioInjector.AudioInjectorOptions} localOnly set true and + * Starts playing the content of an audio file locally (isn't sent to the audio mixer). This is the same as calling + * {@link Audio.playSound} with {@link AudioInjector.AudioInjectorOptions} localOnly set true and * the specified position. * @function Audio.playSystemSound - * @param {SoundObject} sound - The content of an audio file, which is loaded using {@link SoundCache.getSound}. See + * @param {SoundObject} sound - The content of an audio file, which is loaded using {@link SoundCache.getSound}. See * {@link SoundObject} for supported formats. * @returns {AudioInjector} The audio injector that plays the audio file. */ Q_INVOKABLE ScriptAudioInjector* playSystemSound(SharedSoundPointer sound); /*@jsdoc - * Sets whether the audio input should be used in stereo. If the audio input doesn't support stereo then setting a value + * Sets whether the audio input should be used in stereo. If the audio input doesn't support stereo then setting a value * of true has no effect. * @function Audio.setStereoInput * @param {boolean} stereo - true if the audio input should be used in stereo, otherwise false. @@ -220,57 +220,57 @@ class AudioScriptingInterface : public QObject, public Dependency { /*@jsdoc * Gets whether the audio input is used in stereo. * @function Audio.isStereoInput - * @returns {boolean} true if the audio input is used in stereo, otherwise false. + * @returns {boolean} true if the audio input is used in stereo, otherwise false. */ Q_INVOKABLE bool isStereoInput(); signals: /*@jsdoc - * Triggered when the client is muted by the mixer because their loudness value for the noise background has reached the + * Triggered when the client is muted by the mixer because their loudness value for the noise background has reached the * threshold set for the domain (in the server settings). * @function Audio.mutedByMixer - * @returns {Signal} + * @returns {Signal} */ void mutedByMixer(); /*@jsdoc - * Triggered when the client is muted by the mixer because they're within a certain radius (50m) of someone who requested + * Triggered when the client is muted by the mixer because they're within a certain radius (50m) of someone who requested * the mute through Developer > Audio > Mute Environment. * @function Audio.environmentMuted - * @returns {Signal} + * @returns {Signal} */ void environmentMuted(); /*@jsdoc * Triggered when the client receives its first packet from the audio mixer. * @function Audio.receivedFirstPacket - * @returns {Signal} + * @returns {Signal} */ void receivedFirstPacket(); /*@jsdoc * Triggered when the client is disconnected from the audio mixer. * @function Audio.disconnected - * @returns {Signal} + * @returns {Signal} */ void disconnected(); /*@jsdoc - * Triggered when the noise gate is opened. The input audio signal is no longer blocked (fully attenuated) because it has - * risen above an adaptive threshold set just above the noise floor. Only occurs if Audio.noiseReduction is + * Triggered when the noise gate is opened. The input audio signal is no longer blocked (fully attenuated) because it has + * risen above an adaptive threshold set just above the noise floor. Only occurs if Audio.noiseReduction is * true. * @function Audio.noiseGateOpened - * @returns {Signal} + * @returns {Signal} */ void noiseGateOpened(); /*@jsdoc - * Triggered when the noise gate is closed. The input audio signal is blocked (fully attenuated) because it has fallen - * below an adaptive threshold set just above the noise floor. Only occurs if Audio.noiseReduction is + * Triggered when the noise gate is closed. The input audio signal is blocked (fully attenuated) because it has fallen + * below an adaptive threshold set just above the noise floor. Only occurs if Audio.noiseReduction is * true. * @function Audio.noiseGateClosed - * @returns {Signal} + * @returns {Signal} */ void noiseGateClosed(); @@ -278,7 +278,7 @@ class AudioScriptingInterface : public QObject, public Dependency { * Triggered when a frame of audio input is processed. * @function Audio.inputReceived * @param {Int16Array} inputSamples - The audio input processed. - * @returns {Signal} + * @returns {Signal} */ void inputReceived(const QByteArray& inputSamples); diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h index 7a2bc474a1f..c6112d74f2a 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.h +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.h @@ -358,7 +358,7 @@ class Avatar : public AvatarData, public scriptable::ModelProvider, public MetaM * @param {Vec3} offset - The skeleton offset to set. * @example Raise your avatar off the ground a little. * // Raise your avatar off the ground a little. - * MyAvatar.setSkeletonOffset({ x: 0, y: 0.1: z: 0 }); + * MyAvatar.setSkeletonOffset({ x: 0, y: 0.1, z: 0 }); * * // Restore its offset after 5s. * Script.setTimeout(function () { @@ -373,7 +373,7 @@ class Avatar : public AvatarData, public scriptable::ModelProvider, public MetaM * @function MyAvatar.getSkeletonOffset * @returns {Vec3} The current skeleton offset. * @example Report your avatar's current skeleton offset. - * print(JSON.stringify(MyAvatar.getSkeletonOffset()); + * print(JSON.stringify(MyAvatar.getSkeletonOffset())); */ Q_INVOKABLE glm::vec3 getSkeletonOffset() { return _skeletonOffset; } diff --git a/libraries/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp index 637b6ac02be..f5431694016 100644 --- a/libraries/entities/src/EntityItemProperties.cpp +++ b/libraries/entities/src/EntityItemProperties.cpp @@ -1045,7 +1045,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * type: "Model", * position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0.75, z: -2 })), * rotation: MyAvatar.orientation, - * modelURL: "https://apidocs.vircadia.dev/models/cowboy-hat.fbx", + * modelURL: "https://apidocs.overte.org/examples/cowboy-hat.fbx", * dimensions: { x: 0.8569, y: 0.3960, z: 1.0744 }, * lifetime: 300 // Delete after 5 minutes. * }); @@ -1160,7 +1160,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * speedSpread: 0.01, * emitAcceleration: { x: 0, y: 0.02, z: 0 }, * polarFinish: Math.PI, - * textures: "https://content.vircadia.com/eu-c-1/vircadia-assets/interface/default/default_particle.png", + * textures: "https://content.overte.org/Bazaar/Assets/Textures/Defaults/Interface/default_particle.png", * particleRadius: 0.1, * color: { red: 0, green: 255, blue: 0 }, * alphaFinish: 0, diff --git a/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h index ba835588bcf..2412a17d1ac 100644 --- a/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h +++ b/libraries/graphics-scripting/src/graphics-scripting/GraphicsScriptingInterface.h @@ -25,8 +25,8 @@ class ScriptEngine; /*@jsdoc - * The Graphics API enables you to access and manipulate avatar, entity, and overlay models in the rendered scene. - * This includes getting mesh and material information for applying {@link Entities.EntityProperties-Material|Material} + * The Graphics API enables you to access and manipulate avatar, entity, and overlay models in the rendered scene. + * This includes getting mesh and material information for applying {@link Entities.EntityProperties-Material|Material} * entities. * * @namespace Graphics @@ -49,7 +49,7 @@ public slots: *

Note: The model data may be used for more than one instance of the item displayed in the scene.

* @function Graphics.getModel * @param {UUID} id - The ID of the avatar, 3D entity, or 3D overlay. - * @returns {GraphicsModel} The model data for the avatar, entity, or overlay, as displayed. This includes the results of + * @returns {GraphicsModel} The model data for the avatar, entity, or overlay, as displayed. This includes the results of * applying any {@link Entities.EntityProperties-Material|Material} entities to the item. * @example Report some details of your avatar's model. * var model = Graphics.getModel(MyAvatar.sessionUUID); @@ -58,7 +58,7 @@ public slots: * for (var i = 0; i < meshes.length; i++) { * numMeshparts += meshes[i].numParts; * } - * + * * print("Avatar:", MyAvatar.skeletonModelURL); * print("Number of meshes:", model.numMeshes); * print("Number of mesh parts:", numMeshparts); @@ -77,7 +77,7 @@ public slots: bool updateModel(const QUuid& uuid, const scriptable::ScriptableModelPointer& model); /*@jsdoc - * Checks whether the model for an avatar, entity, or overlay can be updated in the rendered scene. Only avatars, + * Checks whether the model for an avatar, entity, or overlay can be updated in the rendered scene. Only avatars, * "Model" entities and "model" overlays can have their meshes updated. * @function Graphics.canUpdateModel * @param {Uuid} id - The ID of the avatar, entity, or overlay. @@ -89,7 +89,7 @@ public slots: * type: "Model", * position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(Camera.orientation, { x: -0.5, y: 0, z: -3 })), * rotation: MyAvatar.orientation, - * modelURL: "https://apidocs.vircadia.dev/models/cowboy-hat.fbx", + * modelURL: "https://apidocs.overte.org/examples/cowboy-hat.fbx", * dimensions: { x: 0.8569, y: 0.3960, z: 1.0744 }, * lifetime: 300 // Delete after 5 minutes. * }); @@ -100,7 +100,7 @@ public slots: * dimensions: { x: 0.4, y: 0.6, z: 0.4 }, * lifetime: 300 // Delete after 5 minutes. * }); - * + * * Script.setTimeout(function () { * print("Can update avatar:", Graphics.canUpdateModel(MyAvatar.sessionUUID)); // true * print("Can update model entity:", Graphics.canUpdateModel(modelEntityID)); // true diff --git a/libraries/networking/src/ResourceCache.h b/libraries/networking/src/ResourceCache.h index 73ee5b6e40e..0eafd1f900a 100644 --- a/libraries/networking/src/ResourceCache.h +++ b/libraries/networking/src/ResourceCache.h @@ -358,7 +358,7 @@ class ScriptableResourceCache : public QObject { * // Replace AnimationCache with MaterialCache, ModelCache, SoundCache, or TextureCache as appropriate. * // TextureCache has its own version of this function. * - * var resourceURL = "https://cdn-1.vircadia.com/eu-c-1/vircadia-public/clement/production/animations/sitting_idle.fbx"; + * var resourceURL = "https://apidocs.overte.org/examples/Silly%20Dancing.fbx"; * var resourceObject = AnimationCache.prefetch(resourceURL); * * function checkIfResourceLoaded(state) { diff --git a/libraries/script-engine/src/PointerEvent.h b/libraries/script-engine/src/PointerEvent.h index 0eb9d1c2c8d..c258789a7d1 100644 --- a/libraries/script-engine/src/PointerEvent.h +++ b/libraries/script-engine/src/PointerEvent.h @@ -26,7 +26,7 @@ class ScriptEngine; -/// Represents a 2D or 3D pointer to the scripting engine. Exposed as PointerEvent +/// Represents a 2D or 3D pointer to the scripting engine. Exposed as PointerEvent class PointerEvent { public: enum Button { diff --git a/libraries/script-engine/src/ScriptManagerScriptingInterface.h b/libraries/script-engine/src/ScriptManagerScriptingInterface.h index 8751f27f72d..119cbadaa6f 100644 --- a/libraries/script-engine/src/ScriptManagerScriptingInterface.h +++ b/libraries/script-engine/src/ScriptManagerScriptingInterface.h @@ -365,7 +365,7 @@ class ScriptManagerScriptingInterface : public QObject { Q_INVOKABLE QUrl resourcesPath() const { return _manager->resourcesPath(); } /*@jsdoc - * Starts timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of the + * Starts timing a section of code in order to send usage data about it to Overte. Shouldn't be used outside of the * standard scripts. * @function Script.beginProfileRange * @param {string} label - A name that identifies the section of code. @@ -373,7 +373,7 @@ class ScriptManagerScriptingInterface : public QObject { Q_INVOKABLE void beginProfileRange(const QString& label) const { _manager->beginProfileRange(label); } /*@jsdoc - * Finishes timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of + * Finishes timing a section of code in order to send usage data about it to Overte. Shouldn't be used outside of * the standard scripts. * @function Script.endProfileRange * @param {string} label - A name that identifies the section of code. @@ -481,7 +481,7 @@ class ScriptManagerScriptingInterface : public QObject { * @Returns {string} The URL of an external asset. * @example Report the URL of a default particle. * print(Script.getExternalPath(Script.ExternalPaths.Assets, "Bazaar/Assets/Textures/Defaults/Interface/default_particle.png")); - * @example Report the root directory where the Vircadia assets are located. + * @example Report the root directory where the Overte assets are located. * print(Script.getExternalPath(Script.ExternalPaths.Assets, ".")); */ Q_INVOKABLE QString getExternalPath(ExternalResource::Bucket bucket, const QString& path) { return _manager->getExternalPath(bucket, path); } diff --git a/tools/jsdoc/hifi-jsdoc-template/static/examples/Silly Dancing.fbx b/tools/jsdoc/hifi-jsdoc-template/static/examples/Silly Dancing.fbx new file mode 100644 index 00000000000..d26098fed43 Binary files /dev/null and b/tools/jsdoc/hifi-jsdoc-template/static/examples/Silly Dancing.fbx differ diff --git a/tools/jsdoc/hifi-jsdoc-template/static/examples/beach-tide-amplified.wav b/tools/jsdoc/hifi-jsdoc-template/static/examples/beach-tide-amplified.wav new file mode 100644 index 00000000000..acad7495da5 Binary files /dev/null and b/tools/jsdoc/hifi-jsdoc-template/static/examples/beach-tide-amplified.wav differ