author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Thu, 08 Apr 2010 14:19:33 +0300 | |
branch | RCL_3 |
changeset 7 | 3f74d0d4af4c |
permissions | -rw-r--r-- |
7
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/**************************************************************************** |
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** |
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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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** All rights reserved. |
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** Contact: Nokia Corporation (qt-info@nokia.com) |
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** |
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** This file is part of the documentation of the Qt Toolkit. |
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** |
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** $QT_BEGIN_LICENSE:LGPL$ |
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** No Commercial Usage |
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** This file contains pre-release code and may not be distributed. |
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** You may use this file in accordance with the terms and conditions |
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** contained in the Technology Preview License Agreement accompanying |
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** this package. |
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** |
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** GNU Lesser General Public License Usage |
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** Alternatively, this file may be used under the terms of the GNU Lesser |
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** General Public License version 2.1 as published by the Free Software |
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** Foundation and appearing in the file LICENSE.LGPL included in the |
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** packaging of this file. Please review the following information to |
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** ensure the GNU Lesser General Public License version 2.1 requirements |
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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** |
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** In addition, as a special exception, Nokia gives you certain additional |
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** rights. These rights are described in the Nokia Qt LGPL Exception |
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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** |
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** If you have questions regarding the use of this file, please contact |
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** Nokia at qt-info@nokia.com. |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** |
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** $QT_END_LICENSE$ |
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** |
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****************************************************************************/ |
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|
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/*! |
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\example animation/stickman |
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\title Stickman Example |
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|
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The Stickman example shows how to animate transitions in a state machine to implement key frame |
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animations. |
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|
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\image stickman-example.png |
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|
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In this example, we will write a small application which animates the joints in a skeleton and |
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projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the |
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"alive" state, he can be performing different actions defined by key frame animations. |
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|
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Animations are implemented as composite states. Each child state of the animation state |
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represents a frame in the animation by setting the position of each joint in the stickman's |
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skeleton to the positions defined for the particular frame. The frames are then bound together |
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with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus, |
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the machine will enter the state representing the next frame in the animation immediately after |
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it has finished animating into the previous frame. |
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|
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\image stickman-example1.png |
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|
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The states for an animation is constructed by reading a custom animation file format and |
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creating states that assign values to the the "position" properties of each of the nodes in the |
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skeleton graph. |
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\snippet examples/animation/stickman/lifecycle.cpp 1 |
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The states are then bound together with signal transitions that listen to the |
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propertiesAssigned() signal. |
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\snippet examples/animation/stickman/lifecycle.cpp 2 |
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The last frame state is given a transition to the first one, so that the animation will loop |
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until it is interrupted when a transition out from the animation state is taken. To get smooth |
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animations between the different key frames, we set a default animation on the state machine. |
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This is a parallel animation group which contains animations for all the "position" properties |
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and will be selected by default when taking any transition that leads into a state that assigns |
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values to these properties. |
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\snippet examples/animation/stickman/lifecycle.cpp 3 |
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Several such animation states are constructed, and are placed together as children of a top |
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level "alive" state which represents the stickman life cycle. Transitions go from the parent |
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state to the child state to ensure that each of the child states inherit them. |
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\image stickman-example2.png |
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This saves us the effort of connect every state to every state with identical transitions. The |
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state machine makes sure that transitions between the key frame animations are also smooth by |
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applying the default animation when interrupting one and starting another. |
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93 |
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Finally, there is a transition out from the "alive" state and into the "dead" state. This is |
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a custom transition type called LightningSrikesTransition which samples every second and |
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triggers at random (one out of fifty times on average.) |
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97 |
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\snippet examples/animation/stickman/lifecycle.cpp 4 |
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99 |
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When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to |
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pause for a brief period of time while the background color of the scene is white. This gives us |
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a flash effect when the lightning strikes. |
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103 |
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\snippet examples/animation/stickman/lifecycle.cpp 5 |
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105 |
|
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We start and stop a QTimer object when entering and exiting the state. Then we transition into |
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the "dead" state when the timer times out. |
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108 |
|
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\snippet examples/animation/stickman/lifecycle.cpp 0 |
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110 |
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When the machine is in the "dead" state, it will be unresponsive. This is because the "dead" |
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state has no transitions leading out. |
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113 |
|
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\image stickman-example3.png |
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115 |
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*/ |