//
// 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. Read-only.
* @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 "Box", "Shape", and "Sphere" depending on
* changes to the shape property set for entities of these types. Read-only.
*
* @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. Read-only.
* @property {boolean} avatarEntity=false - true if the entity is an {@link Entities.EntityHostType|avatar entity},
* false if it isn't. The value is per the entityHostType property value, set at entity creation
* by one of the {@link Entities.addEntity} methods. Read-only.
* @property {boolean} clientOnly=false - A synonym for avatarEntity. Read-only.
* @property {boolean} localEntity=false - true if the entity is a {@link Entities.EntityHostType|local entity},
* false if it isn't. The value is per the entityHostType property value, set at entity creation
* by one of the {@link Entities.addEntity} methods. Read-only.
*
* @property {Uuid} owningAvatarID=Uuid.NONE - The session ID of the owning avatar if avatarEntity is
* true, otherwise {@link Uuid(0)|Uuid.NONE}. Read-only.
*
* @property {number} created - When the entity was created, expressed as the number of microseconds since
* 1970-01-01T00:00:00 UTC. Read-only.
* @property {number} age - The age of the entity in seconds since it was created. Read-only.
* @property {string} ageAsText - The age of the entity since it was created, formatted as h hours m minutes s
* seconds.
* @property {number} lifetime=-1 - How long an entity lives for, in seconds, before being automatically deleted. A value of
* -1 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. Read-only.
* @property {Uuid} lastEditedBy - The session ID of the avatar or agent that most recently created or edited the entity.
* Read-only.
*
* @property {boolean} locked=false - true if properties other than locked cannot be changed and the
* entity cannot be deleted, false if all properties can be changed and the entity can be deleted.
* @property {boolean} visible=true - true if the entity is rendered, false if it isn't.
* @property {boolean} canCastShadow=true - true if the entity can cast a shadow, false 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 castShadows enabled in its keyLight
* property.
* @property {boolean} isVisibleInSecondaryCamera=true - true if the entity is rendered in the secondary camera,
* false 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 - true if {@link Picks} and {@link RayPick} ignore the entity,
* false 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} – {@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}. Read-only.
* @property {Vec3} naturalDimensions - The dimensions of the entity's unscaled mesh model or image if it has one, otherwise
* {@link Vec3(0)|Vec3.ONE}. Read-only.
*
* @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
* 0.0 – 1.0. 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 1/e = 0.368
* 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
* 0.0 – 1.0. 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 1/e = 0.368
* of its initial value.
*
* @property {Vec3} gravity=0,0,0 - The acceleration due to gravity in m/s2 that the entity should move with, in
* world coordinates. Use a value of { x: 0, y: -9.8, z: 0 } to simulate Earth's gravity. Gravity is applied
* to an entity's motion only if its dynamic property is true.
*
If changing an entity's gravity from {@link Vec3(0)|Vec3.ZERO}, you need to give it a small
* velocity in order to kick off physics simulation.
Deprecated: This property is deprecated and will be removed.
* @property {number} restitution=0.5 - The "bounciness" of an entity when it collides, range0.0 –
* 0.99. 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 0.0
* – 10.0. The higher the value, the more quickly it slows down. Examples: 0.1 for ice,
* 0.9 for sandpaper.
* @property {number} density=1000 - The density of the entity in kg/m3, range 100 –
* 10000. Examples: 100 for balsa wood, 10000 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 - true if the entity shouldn't collide, false if it
* collides with items per its collisionMask property.
* @property {boolean} ignoreForCollisions - Synonym for collisionless.
* @property {CollisionMask} collisionMask=31 - What types of items the entity should collide with.
* @property {string} collidesWith="static,dynamic,kinematic,myAvatar,otherAvatar," - Synonym for collisionMask,
* 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 - true if the entity's movement is affected by collisions, false
* if it isn't.
* @property {boolean} collisionsWillMove - A synonym for dynamic.
*
* @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 href property value.
*
* @property {string} userData="" - Used to store extra data about the entity in JSON format.
* Warning: 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 JSON.parse() to parse the string into
* a JavaScript object which you can manipulate the properties of, and use JSON.stringify() to convert the
* object into a string to put back in the property.
userData, 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 Date.now().
* If you update the property's value, the script 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
* 65535 or -1 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 position. 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 rotation.
* @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 velocity.
* @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 angularVelocity.
* @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.
* Read-only.
* @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. Read-only.
* @property {Entities.RenderInfo} renderInfo - Information on the cost of rendering the entity. Currently information is only
* provided for Model entities. Read-only.
*
* @property {boolean} cloneable=false - true if the domain or avatar entity can be cloned via
* {@link Entities.cloneEntity}, false 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 - true if clones created from this entity will have their
* dynamic property set to true, false if they won't.
* @property {boolean} cloneAvatarEntity=false - true if clones created from this entity will be created as
* avatar entities, false 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 portalExitID), or normally.
* @property {Uuid} portalExitID=Uuid.NONE - The ID of the entity that should act as the portal exit if the mirrorMode
* is set to portal.
*
* @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 "Box" {@link Entities.EntityType|EntityType} is the same as the "Shape"
* {@link Entities.EntityType|EntityType} except that its shape value is always set to "Cube"
* when the entity is created. If its shape property value is subsequently changed then the entity's
* type will be reported as "Sphere" if the shape is set to "Sphere",
* otherwise it will be reported as "Shape".
*
* @typedef {object} Entities.EntityProperties-Box
* @see {@link Entities.EntityProperties-Shape|EntityProperties-Shape}
*/
/*@jsdoc
* The "Light" {@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 - true if the light is directional, emitting along the entity's
* local negative z-axis; false 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 "Line" {@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}.
* Deprecated: Use {@link Entities.EntityProperties-PolyLine|PolyLine} entities instead.
* * @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 *linePoints.
* @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 linePoints
* lie within the entity's dimensions.
* @property {Color} color=255,255,255 - The color of the line.
* @example "Material" {@link Entities.EntityType|EntityType} modifies existing materials on entities and avatars. It
* has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
* To apply a material to an entity, set the material entity's parentID property to the entity ID.
* To apply a material to an avatar, set the material entity's parentID 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 entityHostType parameter in {@link Entities.addEntity} to "avatar" and set the
* entity's parentID property to MyAvatar.SELF_ID.
* Material entities render as non-scalable spheres if they don't have their parent set.
materialMappingMode == "projected".
* @property {string} materialURL="" - URL to a {@link Entities.MaterialResource|MaterialResource}. Alternatively, set the
* property value to "materialData" to use the materialData property for the
* {@link Entities.MaterialResource|MaterialResource} values. If you append "#name" 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 JSON.parse() to parse the string into a JavaScript object which you can manipulate the
* properties of, and use JSON.stringify() 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
* 0.
* @property {string} parentMaterialName="0" - Selects the mesh part or parts within the parent to which to apply the material.
* If in the format "mat::string", all mesh parts with material name "string" are replaced.
* If "all", then all mesh parts are replaced.
* Otherwise the property value is parsed as an unsigned integer, specifying the mesh part index to modify.
* If the string represents an array (starts with "[" and ends with "]"), the string is split
* at each "," and each element parsed as either a number or a string if it starts with "mat::".
* For example, "[0,1,mat::string,mat::string2]" will replace mesh parts 0 and 1, and any mesh parts with
* material "string" or "string2". Do not put spaces around the commas. Invalid values are parsed
* to 0.
"uv",
* "projected", or "triplanar". In "uv" mode, the material is evaluated within the
* UV space of the mesh it is applied to. In "projected" mode, the 3D transform (position, rotation, and
* dimensions) of the Material entity is used to evaluate the texture coordinates for the material. "triplanar"
* mode is like "uv" 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
* { x: 0, y: 0 } – { x: 1, y: 1 }.
* @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 - true if the material repeats, false if it doesn't. If
* false, fragments outside of texCoord 0 – 1 will be discarded. Works in both "uv" and
* "projected" modes.
* @example "Model" {@link Entities.EntityType|EntityType} displays a glTF, VRM, FBX, or OBJ model. When adding an entity,
* if no dimensions value is specified then the model is automatically sized to its
* {@link Entities.EntityProperties|naturalDimensions}. 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 dimensions
* value is specified then the model is automatically sized to its
* {@link Entities.EntityProperties|naturalDimensions}.
* @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.
* Deprecated: This property is deprecated and will be removed.
* @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 - Iffalse, the model will be centered based on its content,
* ignoring any offset in the model itself. If true, the model will respect its original offset. Currently,
* only pivots relative to {x: 0, y: 0, z: 0} are supported.
* @property {number} loadPriority=0.0 - If 0, the model download will be prioritized based on distance, size, and
* other factors, and assigned a priority automatically between 0 and PI / 2. Otherwise, the
* download will be ordered based on the set loadPriority.
* @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 originalTextures 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 JSON.stringify() 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 JSON.parse() to
* parse the JSON string into a JavaScript object of name, URL pairs. Read-only.
* @property {Color} color=255,255,255 - Currently not used.
*
* @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 shapeType is
* "compound".
*
* @property {Entities.AnimationProperties} animation - An animation to play on the model.
*
* @property {Quat[]} jointRotations=[]] - Joint rotations applied to the model; [] 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.
* 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 jointRotationsSet value to true.
true values for joints that have had rotations applied,
* false otherwise; [] 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; [] 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.
* 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 jointTranslationsSet value to true.
true values for joints that have had translations applied,
* false otherwise; [] if none are applied or the model hasn't loaded. The array indexes are per
* {@link Entities.getJointIndex|getJointIndex}.
* @property {boolean} relayParentJoints=false - true if when the entity is parented to an avatar, the avatar's
* joint rotations are applied to the entity's joints; false if a parent avatar's joint rotations are not
* applied to the entity's joints.
* @property {boolean} groupCulled=false - true if the mesh parts of the model are LOD culled as a group,
* false if separate mesh parts are LOD culled individually.
*
* @example "ParticleEffect" {@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 - true if particles are being emitted, false 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
* emitSpeed == 5 and speedSpread == 1, particles will be emitted with speeds in the range
* 4 – 6m/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
* emitAccelerations == {x: 0, y: -9.8, z: 0} and accelerationSpread ==
* {x: 0, y: 1, z: 0}, each particle will have an acceleration in the range {x: 0, y: -10.8, z: 0}
* – {x: 0, y: -8.8, z: 0}.
* @property {Vec3} dimensions - The dimensions of the particle effect, i.e., a bounding box containing all the particles
* during their lifetimes, assuming that emitterShouldTrail == false. Read-only.
* @property {boolean} emitterShouldTrail=false - true if particles are "left behind" as the emitter moves,
* false 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 azimuthStart and azimuthFinish
* 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 shapeType ==
* "compound".
* @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 0.0 – 1.0 for the center to the surface, respectively.
* Particles are emitted from the portion of the shape that lies between emitRadiusStart 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 0 – Math.PI. Particles are emitted from the portion of the
* shape that lies between polarStart and polarFinish. Only used if shapeType is
* "ellipsoid" or "sphere".
* @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 0 – Math.PI. Particles are emitted from the portion of the
* shape that lies between polarStart and polarFinish. Only used if shapeType is
* "ellipsoid" or "sphere".
* @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 -Math.PI – Math.PI. Particles are
* emitted from the portion of the shape that lies between azimuthStart and azimuthFinish.
* Only used if shapeType is "ellipsoid", "sphere", or "circle".
* @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 -Math.PI – Math.PI. Particles are
* emitted from the portion of the shape that lies between azimuthStart and azimuthFinish.
* Only used if shapeType is "ellipsoid", "sphere", or "circle".
*
* @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 null, the
* particleRadius value is used.
* @property {number} radiusFinish=null - The radius of each particle at the end of its life. If null, the
* particleRadius value is used.
* @property {number} radiusSpread=0 - The spread in radius that each particle is given. For example, if
* particleRadius == 0.5 and radiusSpread == 0.25, each particle will have a radius in the range
* 0.25 – 0.75.
* @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
* component values are undefined, the color value is used.
* @property {ColorFloat} colorFinish=null,null,null - The color of each particle at the end of its life. If any of the
* component values are undefined, the color value is used.
* @property {Color} colorSpread=0,0,0 - The spread in color that each particle is given. For example, if
* color == {red: 100, green: 100, blue: 100} and colorSpread ==
* {red: 10, green: 25, blue: 50}, each particle will have a color in the range
* {red: 90, green: 75, blue: 50} – {red: 110, green: 125, blue: 150}.
* @property {number} alpha=1 - The opacity of each particle at the middle of its life.
* @property {number} alphaStart=null - The opacity of each particle at the start of its life. If null, the
* alpha value is used.
* @property {number} alphaFinish=null - The opacity of each particle at the end of its life. If null, the
* alpha value is used.
* @property {number} alphaSpread=0 - The spread in alpha that each particle is given. For example, if
* alpha == 0.5 and alphaSpread == 0.25, each particle will have an alpha in the range
* 0.25 – 0.75.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {number} particleSpin=0 - The rotation of each particle at the middle of its life, range-2 * Math.PI
* – 2 * Math.PI radians.
* @property {number} spinStart=null - The rotation of each particle at the start of its life, range -2 * Math.PI
* – 2 * Math.PI radians. If null, the particleSpin value is used.
* @property {number} spinFinish=null - The rotation of each particle at the end of its life, range -2 * Math.PI
* – 2 * Math.PI radians. If null, the particleSpin value is used.
* @property {number} spinSpread=0 - The spread in spin that each particle is given, range 0 –
* 2 * Math.PI radians. For example, if particleSpin == Math.PI and
* spinSpread == Math.PI / 2, each particle will have a rotation in the range Math.PI / 2 –
* 3 * Math.PI / 2.
* @property {boolean} rotateWithEntity=false - true if the particles' rotations are relative to the entity's
* instantaneous rotation, false if they're relative to world coordinates. If true with
* particleSpin == 0, the particles keep oriented per the entity's orientation.
*
* @example "PolyLine" {@link Entities.EntityType|EntityType} draws textured, straight lines between a sequence of
* points. It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-PolyLine
* @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity, i.e., the size of the bounding box that contains the
* lines drawn. Read-only.
* @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.
* @property {Vec3[]} normals=[]] - The normal vectors for the line's surface at the linePoints. The values are
* relative to the entity's orientation. Must be specified in order for the entity to render.
* @property {number[]} strokeWidths=[]] - The widths, in m, of the line at the linePoints. Must be specified in
* order for the entity to render.
* @property {Vec3[]} strokeColors=[]] - The base colors of each point, with values in the range 0.0,0.0,0.0
* – 1.0,1.0,1.0. These colors are multiplied with the color of the texture. If there are more line
* points than stroke colors, the color property value is used for the remaining points.
* Warning: The ordinate values are in the range 0.0 – 1.0.
strokeColors doesn't have a value for
* the point.
* @property {string} textures="" - The URL of a JPG or PNG texture to use for the lines. If you want transparency, use PNG
* format.
* @property {boolean} isUVModeStretch=true - true if the texture is stretched to fill the whole line,
* false if the texture repeats along the line.
* @property {boolean} glow=false - true if the opacity of the strokes drops off away from the line center,
* false if it doesn't.
* @property {boolean} faceCamera=false - true if each line segment rotates to face the camera, false
* if they don't.
* @example "PolyVox" {@link Entities.EntityType|EntityType} displays a set of textured voxels.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
* If you have two or more neighboring PolyVox entities of the same size abutting each other, you can display them as joined by
* configuring their voxelSurfaceStyle and various neighbor ID properties.
* PolyVox entities uses a library from Volumes of Fun. Their * library documentation may be useful to read.
* * @typedef {object} Entities.EntityProperties-PolyVox * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. * @property {Vec3} voxelVolumeSize=32,32,32 - Integer number of voxels along each axis of the entity, in the range *1,1,1 to 128,128,128. The dimensions of each voxel is
* dimensions / voxelVolumesize.
* @property {string} voxelData="ABAAEAAQAAAAHgAAEAB42u3BAQ0AAADCoPdPbQ8HFAAAAPBuEAAAAQ==" - Base-64 encoded compressed dump of
* the PolyVox data. This property is typically not used in scripts directly; rather, functions that manipulate a PolyVox
* entity update it.
* The size of this property increases with the size and complexity of the PolyVox entity, with the size depending on how * the particular entity's voxels compress. Because this property value has to fit within a Overte datagram packet, * there is a limit to the size and complexity of a PolyVox entity; edits which would result in an overflow are rejected.
* @property {Entities.PolyVoxSurfaceStyle} voxelSurfaceStyle=2 - The style of rendering the voxels' surface and how * neighboring PolyVox entities are joined. * @property {string} xTextureURL="" - The URL of the texture to map to surfaces perpendicular to the entity's local x-axis. * JPG or PNG format. If no texture is specified the surfaces display white. * @property {string} yTextureURL="" - The URL of the texture to map to surfaces perpendicular to the entity's local y-axis. * JPG or PNG format. If no texture is specified the surfaces display white. * @property {string} zTextureURL="" - The URL of the texture to map to surfaces perpendicular to the entity's local z-axis. * JPG or PNG format. If no texture is specified the surfaces display white. * @property {Uuid} xNNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's -ve local x-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @property {Uuid} yNNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's -ve local y-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @property {Uuid} zNNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's -ve local z-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @property {Uuid} xPNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's +ve local x-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @property {Uuid} yPNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's +ve local y-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @property {Uuid} zPNeighborID=Uuid.NONE - The ID of the neighboring PolyVox entity in the entity's +ve local z-axis * direction, if you want them joined. Set to {@link Uuid(0)|Uuid.NONE} if there is none or you don't want to join them. * @example"ProceduralParticleEffect" {@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 are fully controlled by the provided
* update and rendering shaders on the GPU.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-ProceduralParticleEffect
* @property {number} numParticles=10000 - The number of particles to render.
* @property {number} numTrianglesPerParticle=1 - The number of triangles to render per particle. By default, these triangles
* still need to be positioned in the particleRenderData vertex shader.
* @property {number} numUpdateProps=0 - The number of persistent Vec4 values stored per particle and updated once per frame.
* These can be modified in the particleUpdateData fragment shader and read in the
* particleRenderData vertex/fragment shaders.
* @property {boolean} particleTransparent=false - Whether the particles should render as transparent (with additive blending)
* or opaque.
* @property {ProceduralData} particleUpdateData="" - Used to store {@link ProceduralData} data as a JSON string to control
* per-particle updates if numUpdateProps > 0. You can use JSON.parse() to parse the string
* into a JavaScript object which you can manipulate the properties of, and use JSON.stringify() to convert
* the object into a string to put in the property.
* @property {ProceduralData} particleRenderData="" - Used to store {@link ProceduralData} data as a JSON string to control
* per-particle rendering. You can use JSON.parse() to parse the string into a JavaScript object which you
* can manipulate the properties of, and use JSON.stringify() to convert the object into a string to put in
* the property.
*
* @example "Script" {@link Entities.EntityType|EntityType} runs an entity script from a URL on its parent. It has properties
* in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Script
* @property {string} scriptURL="" - The URL of the entity script to run, as a js file.
* @property {boolean} enabled=true - Whether or not the script should run.
* @example "Shape" {@link Entities.EntityType|EntityType} displays an entity of a specified shape.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Shape
* @property {Entities.Shape} shape="Sphere" - The shape of the entity.
* @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity.
* @property {Color} color=255,255,255 - The color of the entity.
* @property {number} alpha=1 - The opacity of the entity, range 0.0 – 1.0.
* @property {boolean} unlit=false - true if the entity is unaffected by lighting, false if it is lit
* by the key light and local lights.
* @property {number} innerRadius=0.25 - The inner radius of the shape, as a fraction of the total dimensions. Only used for Torus.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @example"Sound" {@link Entities.EntityType|EntityType} plays a sound from a URL. It has properties in addition to
* the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Sound
* @property {string} soundURL="" - The URL of the sound to play, as a wav, mp3, or raw file. Supports stereo and ambisonic.
* Note: ambisonic sounds can only play as localOnly.
* @property {boolean} playing=true - Whether or not the sound should play.
* @property {number} volume=1.0 - The volume of the sound, from 0 to 1.
* @property {number} pitch=1.0 - Alter the pitch of the sound, within +/- 4 octaves. The value is the relative sample rate to
* resample the sound at, range 0.0625 – 16.0.0.0625 lowers the pitch by 4 octaves.1.0 means there is no change in pitch.16.0 raises the pitch by 4 octaves.
* @property {number} timeOffset=0.0 - The time (in seconds) at which to start playback within the sound file. If looping,
* this only affects the first loop.
* @property {boolean} loop=true - Whether or not to loop the sound.
* @property {boolean} positional=true - Whether or not the volume of the sound should decay with distance.
* @property {boolean} localOnly=false - Whether or not the sound should play locally for everyone (unsynced), or synchronously
* for everyone via the Entity Mixer.
* @example "Sphere" {@link Entities.EntityType|EntityType} is the same as the "Shape"
* {@link Entities.EntityType|EntityType} except that its shape value is always set to "Sphere"
* when the entity is created. If its shape property value is subsequently changed then the entity's
* type will be reported as "Box" if the shape is set to "Cube",
* otherwise it will be reported as "Shape".
*
* @typedef {object} Entities.EntityProperties-Sphere
* @see {@link Entities.EntityProperties-Shape|EntityProperties-Shape}
*/
/*@jsdoc
* The "Text" {@link Entities.EntityType|EntityType} displays a 2D rectangle of text in the domain.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Text
* @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity.
* @property {string} text="" - The text to display on the face of the entity. Text wraps if necessary to fit. New lines can be
* created using \n. Overflowing lines are not displayed.
* @property {number} lineHeight=0.1 - The height of each line of text (thus determining the font size).
* @property {Color} textColor=255,255,255 - The color of the text.
* @property {number} textAlpha=1.0 - The opacity of the text.
* @property {Color} backgroundColor=0,0,0 - The color of the background rectangle.
* @property {number} backgroundAlpha=1.0 - The opacity of the background.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {number} leftMargin=0.0 - The left margin, in meters. * @property {number} rightMargin=0.0 - The right margin, in meters. * @property {number} topMargin=0.0 - The top margin, in meters. * @property {number} bottomMargin=0.0 - The bottom margin, in meters. * @property {boolean} unlit=false -true if the entity is unaffected by lighting, false if it is lit
* by the key light and local lights.
* @property {string} font="" - The font to render the text with. It can be one of the following: "Courier",
* "Inconsolata", "Roboto", "Timeless", or a path to a PNG MTSDF .arfont file generated
* by the msdf-atlas-gen tool (https://github.com/Chlumsky/msdf-atlas-gen).
* @property {Entities.TextEffect} textEffect="none" - The effect that is applied to the text.
* @property {Color} textEffectColor=255,255,255 - The color of the effect.
* @property {number} textEffectThickness=0.2 - The magnitude of the text effect, range 0.0 – 0.5.
* @property {Entities.TextAlignment} alignment="left" - How the text is horizontally aligned against its background.
* @property {Entities.TextVerticalAlignment} verticalAlignment="top" - How the text is vertically aligned against its background.
* @property {boolean} faceCamera - true if billboardMode is "yaw", false
* if it isn't. Setting this property to false sets the billboardMode to "none".
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} isFacingAvatar -true if billboardMode is "full",
* false if it isn't. Setting this property to false sets the billboardMode to
* "none".
* Deprecated: This property is deprecated and will be removed.
* @example"Web" {@link Entities.EntityType|EntityType} displays a browsable web page. Each user views their own copy
* of the web page: if one user navigates to another page on the entity, other users do not see the change; if a video is being
* played, users don't see it in sync. Internally, a Web entity is rendered as a non-repeating, upside down texture, so additional
* transformations may be necessary if you reference a Web entity texture by UUID. It has properties in addition to the common
* {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Web
* @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity.
* @property {string} sourceUrl="" - The URL of the web page to display. This value does not change as you or others navigate
* on the Web entity.
* @property {Color} color=255,255,255 - The color of the web surface. This color tints the web page displayed: the pixel
* colors on the web page are multiplied by the property color. For example, a value of
* { red: 255, green: 0, blue: 0 } lets only the red channel of pixels' colors through.
* @property {number} alpha=1 - The opacity of the web surface.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} faceCamera -true if billboardMode is "yaw", false
* if it isn't. Setting this property to false sets the billboardMode to "none".
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} isFacingAvatar -true if billboardMode is "full",
* false if it isn't. Setting this property to false sets the billboardMode to
* "none".
* Deprecated: This property is deprecated and will be removed.
* @property {number} dpi=30 - The resolution to display the page at, in dots per inch. If you convert this to dots per meter * (multiply by 1 / 0.0254 = 39.3701) then multiplydimensions.x and dimensions.y by that value
* you get the resolution in pixels.
* @property {string} scriptURL="" - The URL of a JavaScript file to inject into the web page.
* @property {number} maxFPS=10 - The maximum update rate for the web content, in frames/second.
* @property {WebInputMode} inputMode="touch" - The user input mode to use.
* @property {boolean} wantsKeyboardFocus=true - true if the entity should capture keyboard focus, false if it
* shouldn't.
* @property {boolean} showKeyboardFocusHighlight=true - true if the entity is highlighted when it has keyboard
* focus, false if it isn't.
* @property {boolean} useBackground=true - true if the web entity should have a background,
* false if the web entity's background should be transparent. The webpage must have CSS properties for transparency set
* on the background-color for this property to have an effect.
* @property {string} userAgent - The user agent for the web entity to use when visiting web pages.
* Default value: Mozilla/5.0 (Linux; Android 6.0; Nexus 5 Build/MRA58N) AppleWebKit/537.36 (KHTML, like Gecko)
* Chrome/69.0.3497.113 Mobile Safari/537.36
* @example "Zone" {@link Entities.EntityType|EntityType} is a volume of lighting effects and avatar permissions.
* Avatar interaction events such as {@link Entities.enterEntity} are also often used with a Zone entity. It has properties in
* addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Zone
* @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the volume in which the zone's lighting effects and avatar
* permissions have effect.
*
* @property {ShapeType} shapeType="box" - The shape of the volume in which the zone's lighting effects and avatar
* permissions have effect. Reverts to the default value if set to "none", or set to "compound"
* and compoundShapeURL is "".
* @property {string} compoundShapeURL="" - The model file to use for the compound shape if shapeType is
* "compound".
*
* @property {Entities.ComponentMode} keyLightMode="inherit" - Configures the key light in the zone.
* @property {Entities.KeyLight} keyLight - The key light properties of the zone.
*
* @property {Entities.ComponentMode} ambientLightMode="inherit" - Configures the ambient light in the zone.
* @property {Entities.AmbientLight} ambientLight - The ambient light properties of the zone.
*
* @property {Entities.ComponentMode} skyboxMode="inherit" - Configures the skybox displayed in the zone.
* @property {Entities.Skybox} skybox - The skybox properties of the zone.
*
* @property {Entities.ComponentMode} hazeMode="inherit" - Configures the haze in the zone.
* @property {Entities.Haze} haze - The haze properties of the zone.
*
* @property {Entities.ComponentMode} bloomMode="inherit" - Configures the bloom in the zone.
* @property {Entities.Bloom} bloom - The bloom properties of the zone.
*
* @property {Entities.ZoneAudio} audio - The audio properties of the zone.
*
* @property {Entities.ComponentMode} tonemappingMode="inherit" - Configures the tonemapping in the zone.
* @property {Entities.Tonemapping} tonemapping - The tonemapping properties of the zone.
*
* @property {Entities.ComponentMode} ambientOcclusionMode="inherit" - Configures the ambient occlusion in the zone.
* @property {Entities.AmbientOcclusion} ambientOcclusion - The ambient occlusion properties of the zone.
*
* @property {Entities.ComponentMode} normalMapAttenuationMode="inherit" - Configures the normal map attenuation in the zone.
* @property {Entities.NormalMapAttenuation} normalMapAttenuation - The normal map attenuation properties of the zone.
*
* @property {boolean} flyingAllowed=true - true if visitors can fly in the zone; false if they
* cannot. Only works for domain entities.
* @property {boolean} ghostingAllowed=true - true if visitors with avatar collisions turned off will not
* collide with content in the zone; false if visitors will always collide with content in the zone. Only
* works for domain entities.
*
* @property {string} filterURL="" - The URL of a JavaScript file that filters changes to properties of entities within the
* zone. It is periodically executed for each entity in the zone. It can, for example, be used to not allow changes to
* certain properties:
*
* function filter(properties) {
* // Check and edit properties object values,
* // e.g., properties.modelURL, as required.
* return properties;
* }
*
*
* @property {Entities.AvatarPriorityMode} avatarPriority="inherit" - Configures the priority of updates from avatars in the
* zone to other clients.
*
* @property {Entities.Fade} avatarFadeIn - The zone's fade in properties for avatars.
* @property {Entities.Fade} avatarFadeOut - The zone's fade out properties for avatars.
* @property {Entities.ComponentMode} avatarFadeInMode="inherit" - Configures the avatar fade in for this zone.
* @property {Entities.ComponentMode} avatarFadeOutMode="inherit" - Configures the avatar fade out for this zone.
*
* @example "Image" {@link Entities.EntityType|EntityType} displays an image on a 2D rectangle in the domain.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Image
* @property {Vec3} dimensions=0.1,0.1,0.01 - The dimensions of the entity.
* @property {string} imageURL="" - The URL of the image to use. It can also contain a base64 encoded image, in the same format as glTF.
* For network transmitted entities there's about 1000-character limit for the length of this field. For base64 image
* the property string needs to begin with `data:image/png;base64,`, `data:image/jpeg;base64,` or `data:image/webp;base64,`.
* @property {boolean} emissive=false - true if the image should be emissive (unlit), false if it
* shouldn't.
* @property {boolean} keepAspectRatio=true - true if the image should maintain its aspect ratio,
* false if it shouldn't.
* @property {Rect} subImage=0,0,0,0 - The portion of the image to display. If width or height are 0, it defaults
* to the full image in that dimension.
* @property {Color} color=255,255,255 - The color of the image.
* @property {number} alpha=1 - The opacity of the image.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} faceCamera -true if billboardMode is "yaw", false
* if it isn't. Setting this property to false sets the billboardMode to "none".
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} isFacingAvatar -true if billboardMode is "full",
* false if it isn't. Setting this property to false sets the billboardMode to
* "none".
* Deprecated: This property is deprecated and will be removed.
* @property {Entities.Sampler} sampler - The texture sampler used to render the image. * @example"Canvas" {@link Entities.EntityType|EntityType} is a scriptable image source.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
* Canvas commands are only useful on client scripts. There currently isn't a way of drawing to a canvas from a server script.
* * @typedef {object} Entities.EntityProperties-Canvas * @property {Vec3} dimensions=0.1,0.1,0.1 - The dimensions of the entity. The rendered quad is always in the center of the entity's bounding box. * @property {number} width=128 - The width of the canvas's image in pixels. * @property {number} height=128 - The height of the canvas's image in pixels. * @property {boolean} unlit=false -true if the canvas should be emissive (unlit), false if it shouldn't.
* @property {boolean} transparent=false - true if the canvas should be transparent, false if it should be opaque.
* @property {Entities.Sampler} sampler - The texture sampler used to render the image.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* @example "Grid" {@link Entities.EntityType|EntityType} displays a grid on a 2D plane.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Grid
* @property {Vec3} dimensions - 0.1,0.1,0.01 - The dimensions of the entity.
* @property {Color} color=255,255,255 - The color of the grid.
* @property {number} alpha=1 - The opacity of the grid.
* @property {Entities.Pulse} pulse - Color and alpha pulse.
* Deprecated: This property is deprecated and will be removed.
* @property {boolean} followCamera=true -true if the grid is always visible even as the camera moves to another
* position, false if it doesn't follow the camrmea.
* @property {number} majorGridEvery=5 - Integer number of minorGridEvery intervals at which to draw a thick grid
* line. Minimum value = 1.
* @property {number} minorGridEvery=1 - Real number of meters at which to draw thin grid lines. Minimum value =
* 0.001.
* @example "Gizmo" {@link Entities.EntityType|EntityType} displays an entity that could be used as UI.
* It has properties in addition to the common {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Gizmo
* @property {Vec3} dimensions=0.1,0.001,0.1 - The dimensions of the entity.
* @property {Entities.GizmoType} gizmoType="ring" - The gizmo type of the entity.
* @property {Entities.RingGizmo} ring - The ring gizmo properties.
*/
/*@jsdoc
* The "Empty" {@link Entities.EntityType|EntityType}
* is an invisible, intangible entity with no special behavior.
* It has the common properties from {@link Entities.EntityProperties|EntityProperties}.
*
* @typedef {object} Entities.EntityProperties-Empty
*/