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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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