0
|
1 |
/****************************************************************************
|
|
2 |
**
|
|
3 |
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
|
|
4 |
** All rights reserved.
|
|
5 |
** Contact: Nokia Corporation (qt-info@nokia.com)
|
|
6 |
**
|
|
7 |
** This file is part of the documentation of the Qt Toolkit.
|
|
8 |
**
|
|
9 |
** $QT_BEGIN_LICENSE:LGPL$
|
|
10 |
** No Commercial Usage
|
|
11 |
** This file contains pre-release code and may not be distributed.
|
|
12 |
** You may use this file in accordance with the terms and conditions
|
|
13 |
** contained in the Technology Preview License Agreement accompanying
|
|
14 |
** this package.
|
|
15 |
**
|
|
16 |
** GNU Lesser General Public License Usage
|
|
17 |
** Alternatively, this file may be used under the terms of the GNU Lesser
|
|
18 |
** General Public License version 2.1 as published by the Free Software
|
|
19 |
** Foundation and appearing in the file LICENSE.LGPL included in the
|
|
20 |
** packaging of this file. Please review the following information to
|
|
21 |
** ensure the GNU Lesser General Public License version 2.1 requirements
|
|
22 |
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
|
23 |
**
|
|
24 |
** In addition, as a special exception, Nokia gives you certain additional
|
|
25 |
** rights. These rights are described in the Nokia Qt LGPL Exception
|
|
26 |
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
|
27 |
**
|
|
28 |
** If you have questions regarding the use of this file, please contact
|
|
29 |
** Nokia at qt-info@nokia.com.
|
|
30 |
**
|
|
31 |
**
|
|
32 |
**
|
|
33 |
**
|
|
34 |
**
|
|
35 |
**
|
|
36 |
**
|
|
37 |
**
|
|
38 |
** $QT_END_LICENSE$
|
|
39 |
**
|
|
40 |
****************************************************************************/
|
|
41 |
|
|
42 |
/*!
|
|
43 |
\example animation/stickman
|
|
44 |
\title Stickman Example
|
|
45 |
|
|
46 |
The Stickman example shows how to animate transitions in a state machine to implement key frame
|
|
47 |
animations.
|
|
48 |
|
|
49 |
\image stickman-example.png
|
|
50 |
|
|
51 |
In this example, we will write a small application which animates the joints in a skeleton and
|
|
52 |
projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
|
|
53 |
"alive" state, he can be performing different actions defined by key frame animations.
|
|
54 |
|
|
55 |
Animations are implemented as composite states. Each child state of the animation state
|
|
56 |
represents a frame in the animation by setting the position of each joint in the stickman's
|
|
57 |
skeleton to the positions defined for the particular frame. The frames are then bound together
|
|
58 |
with animated transitions that trigger on the source state's polished() signal. Thus, the
|
|
59 |
machine will enter the state representing the next frame in the animation immediately after it
|
|
60 |
has finished animating into the previous frame.
|
|
61 |
|
|
62 |
\image stickman-example1.png
|
|
63 |
|
|
64 |
The states for an animation is constructed by reading a custom animation file format and
|
|
65 |
creating states that assign values to the the "position" properties of each of the nodes in the
|
|
66 |
skeleton graph.
|
|
67 |
|
|
68 |
\snippet examples/animation/stickman/lifecycle.cpp 1
|
|
69 |
|
|
70 |
The states are then bound together with signal transitions that listen to the polished() signal.
|
|
71 |
|
|
72 |
\snippet examples/animation/stickman/lifecycle.cpp 2
|
|
73 |
|
|
74 |
The last frame state is given a transition to the first one, so that the animation will loop
|
|
75 |
until it is interrupted when a transition out from the animation state is taken. To get smooth
|
|
76 |
animations between the different key frames, we set a default animation on the state machine.
|
|
77 |
This is a parallel animation group which contains animations for all the "position" properties
|
|
78 |
and will be selected by default when taking any transition that leads into a state that assigns
|
|
79 |
values to these properties.
|
|
80 |
|
|
81 |
\snippet examples/animation/stickman/lifecycle.cpp 3
|
|
82 |
|
|
83 |
Several such animation states are constructed, and are placed together as children of a top
|
|
84 |
level "alive" state which represents the stickman life cycle. Transitions go from the parent
|
|
85 |
state to the child state to ensure that each of the child states inherit them.
|
|
86 |
|
|
87 |
\image stickman-example2.png
|
|
88 |
|
|
89 |
This saves us the effort of connect every state to every state with identical transitions. The
|
|
90 |
state machine makes sure that transitions between the key frame animations are also smooth by
|
|
91 |
applying the default animation when interrupting one and starting another.
|
|
92 |
|
|
93 |
Finally, there is a transition out from the "alive" state and into the "dead" state. This is
|
|
94 |
a custom transition type called LightningSrikesTransition which samples every second and
|
|
95 |
triggers at random (one out of fifty times on average.)
|
|
96 |
|
|
97 |
\snippet examples/animation/stickman/lifecycle.cpp 4
|
|
98 |
|
|
99 |
When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
|
|
100 |
pause for a brief period of time while the background color of the scene is white. This gives us
|
|
101 |
a flash effect when the lightning strikes.
|
|
102 |
|
|
103 |
\snippet examples/animation/stickman/lifecycle.cpp 5
|
|
104 |
|
|
105 |
We start and stop a QTimer object when entering and exiting the state. Then we transition into
|
|
106 |
the "dead" state when the timer times out.
|
|
107 |
|
|
108 |
\snippet examples/animation/stickman/lifecycle.cpp 0
|
|
109 |
|
|
110 |
When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
|
|
111 |
state has no transitions leading out.
|
|
112 |
|
|
113 |
\image stickman-example3.png
|
|
114 |
|
|
115 |
*/
|