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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** All rights reserved.
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| 7 | ** This file is part of the documentation of the Qt Toolkit.
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| 16 | ** GNU Lesser General Public License Usage
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | /*!
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| 43 | \example animation/stickman
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| 44 | \title Stickman Example
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| 45 |
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| 46 | The Stickman example shows how to animate transitions in a state machine to implement key frame
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| 47 | animations.
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| 48 |
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| 49 | \image stickman-example.png
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| 50 |
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| 51 | In this example, we will write a small application which animates the joints in a skeleton and
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| 52 | projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
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| 53 | "alive" state, he can be performing different actions defined by key frame animations.
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| 54 |
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| 55 | Animations are implemented as composite states. Each child state of the animation state
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| 56 | represents a frame in the animation by setting the position of each joint in the stickman's
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| 57 | skeleton to the positions defined for the particular frame. The frames are then bound together
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| 58 | with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
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| 59 | the machine will enter the state representing the next frame in the animation immediately after
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| 60 | it has finished animating into the previous frame.
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| 61 |
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| 62 | \image stickman-example1.png
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| 63 |
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| 64 | The states for an animation is constructed by reading a custom animation file format and
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| 65 | creating states that assign values to the the "position" properties of each of the nodes in the
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| 66 | skeleton graph.
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| 67 |
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| 68 | \snippet examples/animation/stickman/lifecycle.cpp 1
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| 69 |
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| 70 | The states are then bound together with signal transitions that listen to the
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| 71 | propertiesAssigned() signal.
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| 72 |
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| 73 | \snippet examples/animation/stickman/lifecycle.cpp 2
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| 74 |
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| 75 | The last frame state is given a transition to the first one, so that the animation will loop
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| 76 | until it is interrupted when a transition out from the animation state is taken. To get smooth
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| 77 | animations between the different key frames, we set a default animation on the state machine.
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| 78 | This is a parallel animation group which contains animations for all the "position" properties
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| 79 | and will be selected by default when taking any transition that leads into a state that assigns
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| 80 | values to these properties.
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| 81 |
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| 82 | \snippet examples/animation/stickman/lifecycle.cpp 3
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| 83 |
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| 84 | Several such animation states are constructed, and are placed together as children of a top
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| 85 | level "alive" state which represents the stickman life cycle. Transitions go from the parent
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| 86 | state to the child state to ensure that each of the child states inherit them.
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| 87 |
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| 88 | \image stickman-example2.png
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| 89 |
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| 90 | This saves us the effort of connect every state to every state with identical transitions. The
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| 91 | state machine makes sure that transitions between the key frame animations are also smooth by
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| 92 | applying the default animation when interrupting one and starting another.
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| 93 |
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| 94 | Finally, there is a transition out from the "alive" state and into the "dead" state. This is
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| 95 | a custom transition type called LightningSrikesTransition which samples every second and
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| 96 | triggers at random (one out of fifty times on average.)
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| 97 |
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| 98 | \snippet examples/animation/stickman/lifecycle.cpp 4
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| 99 |
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| 100 | When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
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| 101 | pause for a brief period of time while the background color of the scene is white. This gives us
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| 102 | a flash effect when the lightning strikes.
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| 103 |
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| 104 | \snippet examples/animation/stickman/lifecycle.cpp 5
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| 105 |
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| 106 | We start and stop a QTimer object when entering and exiting the state. Then we transition into
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| 107 | the "dead" state when the timer times out.
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| 108 |
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| 109 | \snippet examples/animation/stickman/lifecycle.cpp 0
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| 110 |
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| 111 | When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
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| 112 | state has no transitions leading out.
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| 113 |
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| 114 | \image stickman-example3.png
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| 115 |
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| 116 | */
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