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////  EntityItemPropertiesDocs.cpp//  libraries/entities/src////  Created by HifiExperiments on 7/24/24.//  Copyright 2024 Overte e.V.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//  SPDX-License-Identifier: Apache-2.0// /*@jsdoc * Different entity types have different properties: some common to all entities (listed in the table) and some specific to * each {@link Entities.EntityType|EntityType} (linked to below). * * @typedef {object} Entities.EntityProperties * @property {Uuid} id - The ID of the entity. <em>Read-only.</em> * @property {string} name="" - A name for the entity. Need not be unique. * @property {Entities.EntityType} type - The entity's type. You cannot change the type of an entity after it's created. *     However, its value may switch among <code>"Box"</code>, <code>"Shape"</code>, and <code>"Sphere"</code> depending on *     changes to the <code>shape</code> property set for entities of these types. <em>Read-only.</em> * * @property {Entities.EntityHostType} entityHostType="domain" - How the entity is hosted and sent to others for display. *     The value can only be set at entity creation by one of the {@link Entities.addEntity} methods. <em>Read-only.</em> * @property {boolean} avatarEntity=false - <code>true</code> if the entity is an {@link Entities.EntityHostType|avatar entity}, *     <code>false</code> if it isn't. The value is per the <code>entityHostType</code> property value, set at entity creation *     by one of the {@link Entities.addEntity} methods. <em>Read-only.</em> * @property {boolean} clientOnly=false - A synonym for <code>avatarEntity</code>. <em>Read-only.</em> * @property {boolean} localEntity=false - <code>true</code> if the entity is a {@link Entities.EntityHostType|local entity}, *     <code>false</code> if it isn't. The value is per the <code>entityHostType</code> property value, set at entity creation *     by one of the {@link Entities.addEntity} methods. <em>Read-only.</em> * * @property {Uuid} owningAvatarID=Uuid.NONE - The session ID of the owning avatar if <code>avatarEntity</code> is *     <code>true</code>, otherwise {@link Uuid(0)|Uuid.NONE}. <em>Read-only.</em> * * @property {number} created - When the entity was created, expressed as the number of microseconds since *     1970-01-01T00:00:00 UTC. <em>Read-only.</em> * @property {number} age - The age of the entity in seconds since it was created. <em>Read-only.</em> * @property {string} ageAsText - The age of the entity since it was created, formatted as <code>h hours m minutes s *     seconds</code>. * @property {number} lifetime=-1 - How long an entity lives for, in seconds, before being automatically deleted. A value of *     <code>-1</code> means that the entity lives for ever. * @property {number} lastEdited - When the entity was last edited, expressed as the number of microseconds since *     1970-01-01T00:00:00 UTC. <em>Read-only.</em> * @property {Uuid} lastEditedBy - The session ID of the avatar or agent that most recently created or edited the entity. *     <em>Read-only.</em> * * @property {boolean} locked=false - <code>true</code> if properties other than <code>locked</code> cannot be changed and the *     entity cannot be deleted, <code>false</code> if all properties can be changed and the entity can be deleted. * @property {boolean} visible=true - <code>true</code> if the entity is rendered, <code>false</code> if it isn't. * @property {boolean} canCastShadow=true - <code>true</code> if the entity can cast a shadow, <code>false</code> 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 <code>castShadows</code> enabled in its <code>keyLight</code> *     property. * @property {boolean} isVisibleInSecondaryCamera=true - <code>true</code> if the entity is rendered in the secondary camera, *     <code>false</code> if it isn't. * @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 - <code>true</code> if {@link Picks} and {@link RayPick} ignore the entity, *     <code>false</code> if they don't. * * @property {Vec3} position=0,0,0 - The position of the entity in world coordinates. * @property {Quat} rotation=0,0,0,1 - The orientation of the entity in world coordinates. * @property {Vec3} registrationPoint=0.5,0.5,0.5 - The point in the entity that is set to the entity's position and is rotated *      about, range {@link Vec3(0)|Vec3.ZERO} &ndash; {@link Vec3(0)|Vec3.ONE}. A value of {@link Vec3(0)|Vec3.ZERO} is the *      entity's minimum x, y, z corner; a value of {@link Vec3(0)|Vec3.ONE} is the entity's maximum x, y, z corner. * * @property {Vec3} naturalPosition=0,0,0 - The center of the entity's unscaled mesh model if it has one, otherwise *     {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em> * @property {Vec3} naturalDimensions - The dimensions of the entity's unscaled mesh model or image if it has one, otherwise *     {@link Vec3(0)|Vec3.ONE}. <em>Read-only.</em> * * @property {Vec3} velocity=0,0,0 - The linear velocity of the entity in m/s with respect to world coordinates. * @property {number} damping=0.39347 - How much the linear velocity of an entity slows down over time, range *     <code>0.0</code> &ndash; <code>1.0</code>. A higher damping value slows down the entity more quickly. The default value *     is for an exponential decay timescale of 2.0s, where it takes 2.0s for the movement to slow to <code>1/e = 0.368</code> *     of its initial value. * @property {Vec3} angularVelocity=0,0,0 - The angular velocity of the entity in rad/s with respect to its axes, about its *     registration point. * @property {number} angularDamping=0.39347 - How much the angular velocity of an entity slows down over time, range *     <code>0.0</code> &ndash; <code>1.0</code>. A higher damping value slows down the entity more quickly. The default value *     is for an exponential decay timescale of 2.0s, where it takes 2.0s for the movement to slow to <code>1/e = 0.368</code> *     of its initial value. * * @property {Vec3} gravity=0,0,0 - The acceleration due to gravity in m/s<sup>2</sup> that the entity should move with, in *     world coordinates. Use a value of <code>{ x: 0, y: -9.8, z: 0 }</code> to simulate Earth's gravity. Gravity is applied *     to an entity's motion only if its <code>dynamic</code> property is <code>true</code>. *     <p>If changing an entity's <code>gravity</code> from {@link Vec3(0)|Vec3.ZERO}, you need to give it a small *     <code>velocity</code> in order to kick off physics simulation.</p> * @property {Vec3} acceleration - The current, measured acceleration of the entity, in m/s<sup>2</sup>. *     <p class="important">Deprecated: This property is deprecated and will be removed.</p> * @property {number} restitution=0.5 - The "bounciness" of an entity when it collides, range <code>0.0</code> &ndash; *     <code>0.99</code>. The higher the value, the more bouncy. * @property {number} friction=0.5 - How much an entity slows down when it's moving against another, range <code>0.0</code> *     &ndash; <code>10.0</code>. The higher the value, the more quickly it slows down. Examples: <code>0.1</code> for ice, *     <code>0.9</code> for sandpaper. * @property {number} density=1000 - The density of the entity in kg/m<sup>3</sup>, range <code>100</code> &ndash; *     <code>10000</code>. Examples: <code>100</code> for balsa wood, <code>10000</code> 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 - <code>true</code> if the entity shouldn't collide, <code>false</code> if it *     collides with items per its <code>collisionMask</code> property. * @property {boolean} ignoreForCollisions - Synonym for <code>collisionless</code>. * @property {CollisionMask} collisionMask=31 - What types of items the entity should collide with. * @property {string} collidesWith="static,dynamic,kinematic,myAvatar,otherAvatar," - Synonym for <code>collisionMask</code>, *     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 - <code>true</code> if the entity's movement is affected by collisions, <code>false</code> *     if it isn't. * @property {boolean} collisionsWillMove - A synonym for <code>dynamic</code>. * * @property {string} href="" - A "hifi://" directory services address that a user is teleported to when they click on the entity. * @property {string} description="" - A description of the <code>href</code> property value. * * @property {string} userData="" - Used to store extra data about the entity in JSON format. *     <p><strong>Warning:</strong> Other apps may also use this property, so make sure you handle data stored by other apps: *     edit only your bit and leave the rest of the data intact. You can use <code>JSON.parse()</code> to parse the string into *     a JavaScript object which you can manipulate the properties of, and use <code>JSON.stringify()</code> to convert the *     object into a string to put back in the property.</p> * * @property {string} privateUserData="" - Like <code>userData</code>, but only accessible by server entity scripts, assignment *     client scripts, and users who have "Can Get and Set Private User Data" permissions in the domain. * * @property {string} script="" - The URL of the client entity script, if any, that is attached to the entity. * @property {number} scriptTimestamp=0 - Used to indicate when the client entity script was loaded. Should be *     an integer number of milliseconds since midnight GMT on January 1, 1970 (e.g., as supplied by <code>Date.now()</code>. *     If you update the property's value, the <code>script</code> is re-downloaded and reloaded. This is how the "reload" *     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.NONE - The ID of the entity or avatar that the entity is parented to. A value of *     {@link Uuid(0)|Uuid.NONE} 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 *     <code>65535</code> or <code>-1</code> 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, *     otherwise the same value as <code>position</code>. If the entity is parented to an avatar and is an avatar entity *     so that it scales with the avatar, this value remains the original local position value while the avatar scale changes. * @property {Quat} localRotation=0,0,0,1 - The rotation of the entity relative to its parent if the entity is parented, *     otherwise the same value as <code>rotation</code>. * @property {Vec3} localVelocity=0,0,0 - The velocity of the entity relative to its parent if the entity is parented, *     otherwise the same value as <code>velocity</code>. * @property {Vec3} localAngularVelocity=0,0,0 - The angular velocity of the entity relative to its parent if the entity is *     parented, otherwise the same value as <code>angularVelocity</code>. * @property {Vec3} localDimensions - The dimensions of the entity. If the entity is parented to an avatar and is an *     avatar entity so that it scales with the avatar, this value remains the original dimensions value while the *     avatar scale changes. * * @property {Entities.BoundingBox} boundingBox - The axis-aligned bounding box that tightly encloses the entity. *     <em>Read-only.</em> * @property {AACube} queryAACube - The axis-aligned cube that determines where the entity lives in the entity server's octree. *     The cube may be considerably larger than the entity in some situations, e.g., when the entity is grabbed by an avatar: *     the position of the entity is determined through avatar mixer updates and so the AA cube is expanded in order to reduce *     unnecessary entity server updates. Scripts should not change this property's value. * * @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 Overte datagram packet, there is a limit to the number of actions that an entity can have; *     edits which would result in overflow are rejected. <em>Read-only.</em> * @property {Entities.RenderInfo} renderInfo - Information on the cost of rendering the entity. Currently information is only *     provided for <code>Model</code> entities. <em>Read-only.</em> * * @property {boolean} cloneable=false - <code>true</code> if the domain or avatar entity can be cloned via *     {@link Entities.cloneEntity}, <code>false</code> 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 - <code>true</code> if clones created from this entity will have their *     <code>dynamic</code> property set to <code>true</code>, <code>false</code> if they won't. * @property {boolean} cloneAvatarEntity=false - <code>true</code> if clones created from this entity will be created as *     avatar entities, <code>false</code> if they won't be. * @property {Uuid} cloneOriginID - The ID of the entity that this entity was cloned from. * * @property {Uuid[]} renderWithZones=[]] - A list of entity IDs representing with which zones this entity should render. *     If it is empty, this entity will render normally.  Otherwise, this entity will only render if your avatar is within *     one of the zones in this list. * @property {BillboardMode} billboardMode="none" - Whether the entity is billboarded to face the camera.  Use the rotation *     property to control which axis is facing you. * @property {string[]} tags=[]] - A set of tags describing this entity. * * @property {Entities.Grab} grab - The entity's grab-related properties. * * @property {MirrorMode} mirrorMode="none" - If this entity should render as a mirror (reflecting the view of the camera), *     a portal (reflecting the view through its <code>portalExitID</code>), or normally. * @property {Uuid} portalExitID=Uuid.NONE - The ID of the entity that should act as the portal exit if the <code>mirrorMode</code> *     is set to <code>portal</code>. * * @property {Entities.Fade} fadeIn - The entity's fade in properties. For zones, this defines the default fade in properties for entities *     while you are in this zone. * @property {Entities.Fade} fadeOut - The entity's fade out properties. For zones, this defines the default fade out properties for entities *     while you are in this zone. * @property {Entities.ComponentMode} fadeInMode="inherit" - Configures the fade in for this entity. * @property {Entities.ComponentMode} fadeOutMode="inherit" - Configures the fade out for this entity. * * @comment The different entity types have additional properties as follows: * @see {@link Entities.EntityProperties-Box|EntityProperties-Box} * @see {@link Entities.EntityProperties-Canvas|EntityProperties-Canvas} * @see {@link Entities.EntityProperties-Empty|EntityProperties-Empty} * @see {@link Entities.EntityProperties-Gizmo|EntityProperties-Gizmo} * @see {@link Entities.EntityProperties-Grid|EntityProperties-Grid} * @see {@link Entities.EntityProperties-Image|EntityProperties-Image} * @see {@link Entities.EntityProperties-Light|EntityProperties-Light} * @see {@link Entities.EntityProperties-Line|EntityProperties-Line} * @see {@link Entities.EntityProperties-Material|EntityProperties-Material} * @see {@link Entities.EntityProperties-Model|EntityProperties-Model} * @see {@link Entities.EntityProperties-ParticleEffect|EntityProperties-ParticleEffect} * @see {@link Entities.EntityProperties-PolyLine|EntityProperties-PolyLine} * @see {@link Entities.EntityProperties-PolyVox|EntityProperties-PolyVox} * @see {@link Entities.EntityProperties-ProceduralParticleEffect|EntityProperties-ProceduralParticleEffect} * @see {@link Entities.EntityProperties-Script|EntityProperties-Script} * @see {@link Entities.EntityProperties-Shape|EntityProperties-Shape} * @see {@link Entities.EntityProperties-Sound|EntityProperties-Sound} * @see {@link Entities.EntityProperties-Sphere|EntityProperties-Sphere} * @see {@link Entities.EntityProperties-Text|EntityProperties-Text} * @see {@link Entities.EntityProperties-Web|EntityProperties-Web} * @see {@link Entities.EntityProperties-Zone|EntityProperties-Zone} */ /*@jsdoc * The <code>"Box"</code> {@link Entities.EntityType|EntityType} is the same as the <code>"Shape"</code> * {@link Entities.EntityType|EntityType} except that its <code>shape</code> value is always set to <code>"Cube"</code> * when the entity is created. If its <code>shape</code> property value is subsequently changed then the entity's * <code>type</code> will be reported as <code>"Sphere"</code> if the <code>shape</code> is set to <code>"Sphere"</code>, * otherwise it will be reported as <code>"Shape"</code>. * * @typedef {object} Entities.EntityProperties-Box * @see {@link Entities.EntityProperties-Shape|EntityProperties-Shape} */ /*@jsdoc * The <code>"Light"</code> {@link Entities.EntityType|EntityType} adds local lighting effects. It has properties in addition * to the common {@link Entities.EntityProperties|EntityProperties}. * * @typedef {object} Entities.EntityProperties-Light * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. Surfaces outside these dimensions are not lit *     by the light. * @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 - <code>true</code> if the light is directional, emitting along the entity's *     local negative z-axis; <code>false</code> 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 <caption>Create a spotlight pointing at the ground.</caption> * Entities.addEntity({ *     type: "Light", *     position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0.5, z: -4 })), *     rotation: Quat.fromPitchYawRollDegrees(-75, 0, 0), *     dimensions: { x: 5, y: 5, z: 5 }, *     intensity: 100, *     falloffRadius: 0.3, *     isSpotlight: true, *     exponent: 20, *     cutoff: 30, *     lifetime: 300  // Delete after 5 minutes. * }); */ /*@jsdoc * The <code>"Line"</code> {@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}. * <p class=important>Deprecated: Use {@link Entities.EntityProperties-PolyLine|PolyLine} entities instead.</p> * * @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 *     <code>linePoints</code>. * @property {Vec3[]} linePoints=[]] - The sequence of points to draw lines between. The values are relative to the entity's *     position. A maximum of 70 points can be specified. The property's value is set only if all the <code>linePoints</code> *     lie within the entity's <code>dimensions</code>. * @property {Color} color=255,255,255 - The color of the line. * @example <caption>Draw lines in a "V".</caption> * var entity = Entities.addEntity({ *     type: "Line", *     position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0.75, z: -5 })), *     rotation: MyAvatar.orientation, *     dimensions: { x: 2, y: 2, z: 1 }, *     linePoints: [ *         { x: -1, y: 1, z: 0 }, *         { x: 0, y: -1, z: 0 }, *         { x: 1, y: 1, z: 0 }, *     ], *     color: { red: 255, green: 0, blue: 0 }, *     lifetime: 300  // Delete after 5 minutes. * }); */ /*@jsdoc * The <code>"Material"</code> {@link Entities.EntityType|EntityType} modifies existing materials on entities and avatars. It * has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}. * <p>To apply a material to an entity, set the material entity's <code>parentID</code> property to the entity ID. * To apply a material to an avatar, set the material entity's <code>parentID</code> property to the avatar's session UUID. * To apply a material to your avatar such that it persists across domains and log-ins, create the material as an avatar entity * by setting the <code>entityHostType</code> parameter in {@link Entities.addEntity} to <code>"avatar"</code> and set the * entity's <code>parentID</code> property to <code>MyAvatar.SELF_ID</code>. * Material entities render as non-scalable spheres if they don't have their parent set.</p> * * @typedef {object} Entities.EntityProperties-Material * @property {Vec3} dimensions=0.1,0.1,0.1 - Used when <code>materialMappingMode == "projected"</code>. * @property {string} materialURL="" - URL to a {@link Entities.MaterialResource|MaterialResource}. Alternatively, set the *     property value to <code>"materialData"</code> to use the <code>materialData</code> property for the *     {@link Entities.MaterialResource|MaterialResource} values. If you append <code>"#name"</code> to the URL, the material *     with that name will be applied to the entity. You can also use the ID of another Material entity as the URL, in which *     case this material will act as a copy of that material, with its own unique material transform, priority, etc. * @property {string} materialData="" - Used to store {@link Entities.MaterialResource|MaterialResource} data as a JSON string. *     You can use <code>JSON.parse()</code> to parse the string into a JavaScript object which you can manipulate the *     properties of, and use <code>JSON.stringify()</code> to convert the object into a string to put in the property. * @property {number} priority=0 - The priority for applying the material to its parent. Only the highest priority material is *     applied, with materials of the same priority randomly assigned. Materials that come with the model have a priority of *     <code>0</code>. * @property {string} parentMaterialName="0" - Selects the mesh part or parts within the parent to which to apply the material. *     If in the format <code>"mat::string"</code>, all mesh parts with material name <code>"string"</code> are replaced. *     If <code>"all"</code>, then all mesh parts are replaced. *     Otherwise the property value is parsed as an unsigned integer, specifying the mesh part index to modify. *     <p>If the string represents an array (starts with <code>"["</code> and ends with <code>"]"</code>), the string is split *     at each <code>","</code> and each element parsed as either a number or a string if it starts with <code>"mat::"</code>. *     For example, <code>"[0,1,mat::string,mat::string2]"</code> will replace mesh parts 0 and 1, and any mesh parts with *     material <code>"string"</code> or <code>"string2"</code>. Do not put spaces around the commas. Invalid values are parsed *     to <code>0</code>.</p> * @property {string} materialMappingMode="uv" - How the material is mapped to the entity. Either <code>"uv"</code>, *     <code>"projected"</code>, or <code>"triplanar"</code>. In <code>"uv"</code> mode, the material is evaluated within the *     UV space of the mesh it is applied to. In <code>"projected"</code> mode, the 3D transform (position, rotation, and *     dimensions) of the Material entity is used to evaluate the texture coordinates for the material.  <code>"triplanar"</code> *     mode is like <code>"uv"</code> mode but the UV coordinates are evaluated based on a triplanar mapping instead of the *     coordinates from the model. * @property {Vec2} materialMappingPos=0,0 - Offset position in UV-space of the top left of the material, range *     <code>{ x: 0, y: 0 }</code> &ndash; <code>{ x: 1, y: 1 }</code>. * @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 - <code>true</code> if the material repeats, <code>false</code> if it doesn't. If *     <code>false</code>, fragments outside of texCoord 0 &ndash; 1 will be discarded. Works in both <code>"uv"</code> and *     <code>"projected"</code> modes. * @example <caption>Color a sphere using a Material entity.</caption> * var entityID = Entities.addEntity({ *     type: "Sphere", *     position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })), *     dimensions: { x: 1, y: 1, z: 1 }, *     color: { red: 128, green: 128, blue: 128 }, *     lifetime: 300  // Delete after 5 minutes. * }); * * var materialID = Entities.addEntity({ *     type: "Material", *     parentID: entityID, *     materialURL: "materialData", *     priority: 1, *     materialData: JSON.stringify({ *         materialVersion: 1, *         materials: { *             // Value overrides entity's "color" property. *             albedo: [1.0, 1.0, 0]  // Yellow *         } *     }) * }); */ /*@jsdoc * The <code>"Model"</code> {@link Entities.EntityType|EntityType} displays a glTF, VRM, FBX, or OBJ model. When adding an entity, * if no <code>dimensions</code> value is specified then the model is automatically sized to its * <code>{@link Entities.EntityProperties|naturalDimensions}</code>. It has properties in addition to the common * {@link Entities.EntityProperties|EntityProperties}. * * @typedef {object} Entities.EntityProperties-Model * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. When adding an entity, if no <code>dimensions</code> *     value is specified then the model is automatically sized to its *     <code>{@link Entities.EntityProperties|naturalDimensions}</code>. * @property {string} modelURL="" - The URL of the glTF, VRM, FBX, or OBJ model. glTF models may be in JSON or binary format *     (".gltf" or ".glb" URLs respectively). Baked models' URLs have ".baked" before the file type. Model files may also be *     compressed in GZ format, in which case the URL ends in ".gz". * @property {Vec3} modelScale - The scale factor applied to the model's dimensions. *     <p class="important">Deprecated: This property is deprecated and will be removed.</p> * @property {string} blendshapeCoefficients - A JSON string of a map of blendshape names to values.  Only stores set values. *     When editing this property, only coefficients that you are editing will change; it will not explicitly reset other *     coefficients. * @property {boolean} useOriginalPivot=false - If <code>false</code>, the model will be centered based on its content, *     ignoring any offset in the model itself. If <code>true</code>, the model will respect its original offset.  Currently, *     only pivots relative to <code>{x: 0, y: 0, z: 0}</code> are supported. * @property {number} loadPriority=0.0 - If <code>0</code>, the model download will be prioritized based on distance, size, and *     other factors, and assigned a priority automatically between <code>0</code> and <code>PI / 2</code>.  Otherwise, the *     download will be ordered based on the set <code>loadPriority</code>. * @property {string} textures="" - A JSON string of texture name, URL pairs used when rendering the model in place of the *     model's original textures. Use a texture name from the <code>originalTextures</code> property to override that texture. *     Only the texture names and URLs to be overridden need be specified; original textures are used where there are no *     overrides. You can use <code>JSON.stringify()</code> to convert a JavaScript object of name, URL pairs into a JSON *     string. * @property {string} originalTextures="{}" - A JSON string of texture name, URL pairs used in the model. The property value is *     filled in after the entity has finished rezzing (i.e., textures have loaded). You can use <code>JSON.parse()</code> to *     parse the JSON string into a JavaScript object of name, URL pairs. <em>Read-only.</em> * @property {Color} color=255,255,255 - <em>Currently not used.</em> * * @property {ShapeType} shapeType="none" - The shape of the collision hull used if collisions are enabled. * @property {string} compoundShapeURL="" - The model file to use for the compound shape if <code>shapeType</code> is *     <code>"compound"</code>. * * @property {Entities.AnimationProperties} animation - An animation to play on the model. * * @property {Quat[]} jointRotations=[]] - Joint rotations applied to the model; <code>[]</code> if none are applied or the *     model hasn't loaded. The array indexes are per {@link Entities.getJointIndex|getJointIndex}. Rotations are relative to *     each joint's parent. *     <p>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 *     corresponding <code>jointRotationsSet</code> value to <code>true</code>.</p> * @property {boolean[]} jointRotationsSet=[]] - <code>true</code> values for joints that have had rotations applied, *     <code>false</code> otherwise; <code>[]</code> if none are applied or the model hasn't loaded. The array indexes are per *     {@link Entities.getJointIndex|getJointIndex}. * @property {Vec3[]} jointTranslations=[]] - Joint translations applied to the model; <code>[]</code> if none are applied or *     the model hasn't loaded. The array indexes are per {@link Entities.getJointIndex|getJointIndex}. Translations are *     relative to each joint's parent. *     <p>Joint translations can be set by {@link Entities.setLocalJointTranslation|setLocalJointTranslation} and similar *     functions, or by setting the value of this property. If you set a joint translation using this property you also need to *     set the corresponding <code>jointTranslationsSet</code> value to <code>true</code>.</p> * @property {boolean[]} jointTranslationsSet=[]] - <code>true</code> values for joints that have had translations applied, *     <code>false</code> otherwise; <code>[]</code> if none are applied or the model hasn't loaded. The array indexes are per *     {@link Entities.getJointIndex|getJointIndex}. * @property {boolean} relayParentJoints=false - <code>true</code> if when the entity is parented to an avatar, the avatar's *     joint rotations are applied to the entity's joints; <code>false</code> if a parent avatar's joint rotations are not *     applied to the entity's joints. * @property {boolean} groupCulled=false - <code>true</code> if the mesh parts of the model are LOD culled as a group, *     <code>false</code> if separate mesh parts are LOD culled individually. * * @example <caption>Rez a cowboy hat.</caption> * var entity = Entities.addEntity({ *     type: "Model", *     position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0.75, z: -2 })), *     rotation: MyAvatar.orientation, *     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. * }); */ /*@jsdoc * The <code>"ParticleEffect"</code> {@link Entities.EntityType|EntityType} displays a particle system that can be used to * simulate things such as fire, smoke, snow, magic spells, etc. The particles emanate from an ellipsoid or part thereof. * It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}. * * @typedef {object} Entities.EntityProperties-ParticleEffect * @property {boolean} isEmitting=true - <code>true</code> if particles are being emitted, <code>false</code> if they aren't. * @property {number} maxParticles=1000 - The maximum number of particles to render at one time. Older particles are deleted if *     necessary when new ones are created. * @property {number} lifespan=3s - How long, in seconds, each particle lives. * @property {number} emitRate=15 - The number of particles per second to emit. * @property {number} emitSpeed=5 - The speed, in m/s, that each particle is emitted at. * @property {number} speedSpread=1 - The spread in speeds at which particles are emitted at. For example, if *     <code>emitSpeed == 5</code> and <code>speedSpread == 1</code>, particles will be emitted with speeds in the range *     <code>4</code> &ndash; <code>6</code>m/s. * @property {Vec3} emitAcceleration=0,-9.8,0 - The acceleration that is applied to each particle during its lifetime. The *     default is Earth's gravity value. * @property {Vec3} accelerationSpread=0,0,0 - The spread in accelerations that each particle is given. For example, if *     <code>emitAccelerations == {x: 0, y: -9.8, z: 0}</code> and <code>accelerationSpread == *     {x: 0, y: 1, z: 0}</code>, each particle will have an acceleration in the range <code>{x: 0, y: -10.8, z: 0}</code> *     &ndash; <code>{x: 0, y: -8.8, z: 0}</code>. * @property {Vec3} dimensions - The dimensions of the particle effect, i.e., a bounding box containing all the particles *     during their lifetimes, assuming that <code>emitterShouldTrail == false</code>. <em>Read-only.</em> * @property {boolean} emitterShouldTrail=false - <code>true</code> if particles are "left behind" as the emitter moves, *     <code>false</code> 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 <code>azimuthStart</code> and <code>azimuthFinish</code> *     are relative to the entity's local x-axis. The default value is a rotation of -90 degrees about the local x-axis, i.e., *     the particles emit vertically. * * @property {ShapeType} shapeType="ellipsoid" - The shape from which particles are emitted. * @property {string} compoundShapeURL="" - The model file to use for the compound shape if <code>shapeType == *     "compound"</code>. * @property {Vec3} emitDimensions=0,0,0 - The dimensions of the shape from which particles are emitted. * @property {number} emitRadiusStart=1 - The starting radius within the shape at which particles start being emitted; *     range <code>0.0</code> &ndash; <code>1.0</code> for the center to the surface, respectively. *     Particles are emitted from the portion of the shape that lies between <code>emitRadiusStart</code> and the *     shape's surface. * @property {number} polarStart=0 - The angle in radians from the entity's local z-axis at which particles start being emitted *     within the shape; range <code>0</code> &ndash; <code>Math.PI</code>. Particles are emitted from the portion of the *     shape that lies between <code>polarStart</code> and <code>polarFinish</code>. Only used if <code>shapeType</code> is *     <code>"ellipsoid"</code> or <code>"sphere"</code>. * @property {number} polarFinish=0 - The angle in radians from the entity's local z-axis at which particles stop being emitted *     within the shape; range <code>0</code> &ndash; <code>Math.PI</code>. Particles are emitted from the portion of the *     shape that lies between <code>polarStart</code> and <code>polarFinish</code>. Only used if <code>shapeType</code> is *     <code>"ellipsoid"</code> or <code>"sphere"</code>. * @property {number} azimuthStart=-Math.PI - The angle in radians from the entity's local x-axis about the entity's local *     z-axis at which particles start being emitted; range <code>-Math.PI</code> &ndash; <code>Math.PI</code>. Particles are *     emitted from the portion of the shape that lies between <code>azimuthStart</code> and <code>azimuthFinish</code>. *     Only used if <code>shapeType</code> is <code>"ellipsoid"</code>, <code>"sphere"</code>, or <code>"circle"</code>. * @property {number} azimuthFinish=Math.PI - The angle in radians from the entity's local x-axis about the entity's local *     z-axis at which particles stop being emitted; range <code>-Math.PI</code> &ndash; <code>Math.PI</code>. Particles are *     emitted from the portion of the shape that lies between <code>azimuthStart</code> and <code>azimuthFinish</code>. *     Only used if <code>shapeType</code> is <code>"ellipsoid"</code>, <code>"sphere"</code>, or <code>"circle"</code>. * * @property {string} textures="" - The URL of a JPG or PNG image file to display for each particle. If you want transparency, *     use PNG format. * @property {number} particleRadius=0.025 - The radius of each particle at the middle of its life. * @property {number} radiusStart=null - The radius of each particle at the start of its life. If <code>null</code>, the *     <code>particleRadius</code> value is used. * @property {number} radiusFinish=null - The radius of each particle at the end of its life. If <code>null</code>, the *     <code>particleRadius</code> value is used. * @property {number} radiusSpread=0 - The spread in radius that each particle is given. For example, if *     <code>particleRadius == 0.5</code> and <code>radiusSpread == 0.25</code>, each particle will have a radius in the range *     <code>0.25</code> &ndash; <code>0.75</code>. * @property {Color} color=255,255,255 - The color of each particle at the middle of its life. * @property {ColorFloat} colorStart=null,null,null - The color of each particle at the start of its life. If any of the

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