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StateNode Class Reference#include <StateNode.h>
Inheritance diagram for StateNode: ![]() Detailed DescriptionRecursive data structure - both a state machine controller as well as a node within a state machine itself.Override DoStart() / DoStop() as you would a normal BehaviorBase subclass to have this node add some functionality of its own. Override setup() to build your own Transition and StateNode network if you want this node to contain a state machine. You can override setup to create a sub-network, as well as overriding DoStart and DoStop, in the same class.
There are two StateNode templates in project
Definition at line 26 of file StateNode.h.
Member Function Documentation
will throw a status event through stateMachineEGID to signal "completion" of the node "completion" is defined by your subclass - will mean different things to different nodes depending on the actions they are performing. So call this yourself if there is a natural ending point for your state.
Definition at line 85 of file StateNode.cc. Referenced by WaypointEngineNode< W, mcName, mcDesc >::processEvent(), SoundNode::processEvent(), MotionSequenceNode< SIZE >::processEvent(), and MCNodeBase::processEvent().
This is called by DoStop() when you should destruct subnodes. Default implementation will take care of the subnodes and their transitions, you only need to worry about any *other* memory which may have been allocated. If none, you may not need implement this function at all. Reimplemented in MotionSequenceNode< SIZE >. Definition at line 73 of file StateNode.cc. Referenced by DoStop(), MotionSequenceNode< SIZE >::teardown(), and ~StateNode().
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