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Added comment to AnimStateMachine header.
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2 changed files with 18 additions and 1 deletions
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@ -1,5 +1,5 @@
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//
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// AnimNodeLoader.h
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// AnimNodeLoader.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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@ -14,6 +14,23 @@
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#include <vector>
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#include "AnimNode.h"
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// State Machine for transitioning between children AnimNodes
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//
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// This is mechinisim for playing animations and smoothly interpolating/fading
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// between them. A StateMachine has a set of States, which typically reference
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// child AnimNodes. Each State has a list of Transitions, which are evaluated
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// to determine when we should switch to a new State. Parameters for the smooth
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// interpolation/fading are read from the State that you are transitioning to.
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//
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// The currentState can be set directly via the setCurrentStateVar() and will override
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// any State transitions.
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//
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// Each State has two parameters that can be changed via AnimVars,
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// * interpTarget - (frames) The destination frame of the interpolation. i.e. the first frame of the animation that will
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// visible after interpolation is complete.
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// * interpDuration - (frames) The total length of time it will take to interp between the current pose and the
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// interpTarget frame.
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class AnimStateMachine : public AnimNode {
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public:
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friend class AnimNodeLoader;
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