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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-behaviour-path.c: Move the nice graph and description from the Path behaviour... * clutter/clutter-behaviour.c: ... to the main Behaviour class.
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-behaviour-path.c: Move the nice graph and
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description from the Path behaviour...
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* clutter/clutter-behaviour.c: ... to the main Behaviour class.
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-behaviour-path.c: Add a paragraph describing
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* clutter/clutter-behaviour-path.c: Add a paragraph describing
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* knot in the path is reached with the upper bound value provided by
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* knot in the path is reached with the upper bound value provided by
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* the #ClutterAlpha object used by the behaviour.
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* the #ClutterAlpha object used by the behaviour.
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*
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*
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* <figure id="behaviour-path-alpha">
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* <title>Effects of alpha functions on a path</title>
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* <graphic fileref="path-alpha-func.png" format="PNG"/>
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* </figure>
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*
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* The actors position between the path's end points directly correlates
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* to the #ClutterAlpha's current alpha value driving the behaviour. With
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* the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor
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* will follow the path at a constant velocity, but when changing to
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* %CLUTTER_ALPHA_SINE_INC the actor initially accelerates quickly before
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* quickly decelerating.
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*
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* <note>If the alpha function is a periodic function, i.e. it returns to
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* <note>If the alpha function is a periodic function, i.e. it returns to
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* 0 after reaching %CLUTTER_ALPHA_MAX_ALPHA, then the actors will walk
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* 0 after reaching %CLUTTER_ALPHA_MAX_ALPHA, then the actors will walk
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* the path back to the starting #ClutterKnot.</note>
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* the path back to the starting #ClutterKnot.</note>
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* of a set of actors; #ClutterBehaviourScale, which controls the width
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* of a set of actors; #ClutterBehaviourScale, which controls the width
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* and height of a set of actors.
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* and height of a set of actors.
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*
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*
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* To visualize the effects of different alpha functions on a
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* #ClutterBehaviour implementation it is possible to take the
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* #ClutterBehaviourPath as an example:
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*
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* <figure id="behaviour-path-alpha">
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* <title>Effects of alpha functions on a path</title>
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* <graphic fileref="path-alpha-func.png" format="PNG"/>
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* </figure>
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*
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* The actors position between the path's end points directly correlates
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* to the #ClutterAlpha's current alpha value driving the behaviour. With
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* the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor
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* will follow the path at a constant velocity, but when changing to
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* %CLUTTER_ALPHA_SINE_INC the actor initially accelerates before quickly
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* decelerating.
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*
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* In order to implement a new behaviour you should subclass #ClutterBehaviour
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* In order to implement a new behaviour you should subclass #ClutterBehaviour
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* and override the "alpha_notify" virtual function; inside the overridden
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* and override the "alpha_notify" virtual function; inside the overridden
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* function you should obtain the alpha value from the #ClutterAlpha
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* function you should obtain the alpha value from the #ClutterAlpha
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* instance bound to the behaviour and apply it to the desiderd property
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* instance bound to the behaviour and apply it to the desiderd property
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* (or properties) of every actor controlled by the behaviour.
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* (or properties) of every actor controlled by the behaviour.
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*
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* #ClutterBehaviour is available since Clutter 0.2
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*/
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*/
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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