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-rw-r--r--slideshow/README33
-rw-r--r--slideshow/source/engine/animationfactory.cxx7
-rw-r--r--slideshow/source/engine/box2dtools.cxx56
-rw-r--r--slideshow/source/inc/box2dtools.hxx204
4 files changed, 251 insertions, 49 deletions
diff --git a/slideshow/README b/slideshow/README
index e523458531ae..e67379f43c89 100644
--- a/slideshow/README
+++ b/slideshow/README
@@ -8,3 +8,36 @@ written by GSOC student Shane.M.Mathews. Radek has later polished the
code a bit, added few new 3D transitions, added infrastructure for
vertex and fragment shaders. Wrote few transitions with fragment shader
too.
+
+== Physics Animation Effects ==
+
+Physics animation effects are simulated by external 2d physics engine
+library Box2D. They don't directly call Box2D functions but instead
+use the wrapper in:
+* slideshow/source/inc/box2dtools.hxx
+* slideshow/source/engine/box2dtools.cxx
+
+The wrapper has two corresponding classes to manage the Box2D world
+and Box2D bodies.
+
+When a physics animation starts, a Box2DWorld is initiated and
+populated with every shape that is part of the foreground (which are
+shapes that do not belong to the master slide and not a background
+shape).
+
+After creation until the end of the slide (not the whole slideshow)
+the Box2D World isn't destroyed and reused. But the bodies that
+represent the shapes in the slide get destroyed when there's a point
+in time that there's no physics animation in progress. And recreated
+when another physics animation starts.
+
+If there are multiple physics animations in parallel only one of them
+takes the role of stepping through the simulation.
+
+If there are other animation effects that go in parallel which change
+the shape position, rotation, or visibility - they also report the
+change to Box2D World. These updates are collected in a queue in
+Box2DWorld and processed before stepping through the simulation.
+To achieve convincing results these updates are performed by setting
+the box2d body's linear velocity or angular velocity instead of
+setting directly it's position or rotation.
diff --git a/slideshow/source/engine/animationfactory.cxx b/slideshow/source/engine/animationfactory.cxx
index db141c906a50..e874b0924cd8 100644
--- a/slideshow/source/engine/animationfactory.cxx
+++ b/slideshow/source/engine/animationfactory.cxx
@@ -288,7 +288,8 @@ namespace slideshow::internal
if( mpShape->isContentChanged() )
mpShapeManager->notifyShapeUpdate( mpShape );
- // since animation ended zero out the linear velocity
+ // if there is a physics animation going on report the animation ending
+ // and zero out the velocity of the shape
if( mpBox2DWorld->isInitialized() )
mpBox2DWorld->queueLinearVelocityUpdate( mpShape->getXShape(), {0,0});
}
@@ -323,6 +324,8 @@ namespace slideshow::internal
if( mpShape->isContentChanged() )
{
mpShapeManager->notifyShapeUpdate( mpShape );
+
+ // if there's a physics animation going on report the change to it
if ( mpBox2DWorld->isInitialized() )
{
mpBox2DWorld->queueShapePathAnimationUpdate( mpShape->getXShape(),
@@ -654,6 +657,7 @@ namespace slideshow::internal
if( mpBox2DWorld && mpBox2DWorld->isInitialized() )
{
+ // if there's a physics animation going on report the animation ending to it
mpBox2DWorld->queueShapeAnimationEndUpdate( mpShape->getXShape(), meAttrType );
}
@@ -717,6 +721,7 @@ namespace slideshow::internal
if( mpBox2DWorld && mpBox2DWorld->isInitialized() )
{
+ // if there's a physics animation going on report the change to it
mpBox2DWorld->queueShapeAnimationUpdate( mpShape->getXShape(), mpAttrLayer, meAttrType, mbAnimationFirstUpdate );
}
diff --git a/slideshow/source/engine/box2dtools.cxx b/slideshow/source/engine/box2dtools.cxx
index 5cefff743b2e..3c7c3deb657c 100644
--- a/slideshow/source/engine/box2dtools.cxx
+++ b/slideshow/source/engine/box2dtools.cxx
@@ -35,6 +35,8 @@ double calculateScaleFactor(const ::basegfx::B2DVector& rSlideSize)
double fWidth = rSlideSize.getX();
double fHeight = rSlideSize.getY();
+ // Scale factor is based on whatever is the larger
+ // value between slide width and height
if (fWidth > fHeight)
return BOX2D_SLIDE_SIZE_IN_METERS / fWidth;
else
@@ -90,6 +92,8 @@ void addTriangleVectorToBody(const basegfx::triangulator::B2DTriangleVector& rTr
convertB2DPointToBox2DVec2(aTriangle.getC(), fScaleFactor) };
bool bValidPointDistance = true;
+
+ // check whether the triangle has degenerately close points
for (int nPointIndexA = 0; nPointIndexA < 3; nPointIndexA++)
{
for (int nPointIndexB = 0; nPointIndexB < 3; nPointIndexB++)
@@ -97,7 +101,6 @@ void addTriangleVectorToBody(const basegfx::triangulator::B2DTriangleVector& rTr
if (nPointIndexA == nPointIndexB)
continue;
- // check whether the triangle would be a degenerately small one
if (b2DistanceSquared(aTriangleVertices[nPointIndexA],
aTriangleVertices[nPointIndexB])
< 0.003f)
@@ -106,8 +109,10 @@ void addTriangleVectorToBody(const basegfx::triangulator::B2DTriangleVector& rTr
}
}
}
+
if (bValidPointDistance)
{
+ // create a fixture that represents the triangle
aPolygonShape.Set(aTriangleVertices, 3);
aFixture.shape = &aPolygonShape;
aFixture.density = fDensity;
@@ -141,6 +146,7 @@ void addEdgeShapeToBody(const basegfx::B2DPolygon& rPolygon, b2Body* aBody, cons
basegfx::B2DPoint aPointB;
if (nIndex != 0)
{
+ // get two adjacent points to create an edge out of
aPointA = aPolygon.getB2DPoint(nIndex - 1);
aPointB = aPolygon.getB2DPoint(nIndex);
}
@@ -155,14 +161,22 @@ void addEdgeShapeToBody(const basegfx::B2DPolygon& rPolygon, b2Body* aBody, cons
continue;
}
+ // create a vector that represents the direction of the edge
+ // and make it a unit vector
b2Vec2 aEdgeUnitVec(convertB2DPointToBox2DVec2(aPointB, fScaleFactor)
- convertB2DPointToBox2DVec2(aPointA, fScaleFactor));
aEdgeUnitVec.Normalize();
+ // create a unit vector that represents Normal of the edge
b2Vec2 aEdgeNormal(-aEdgeUnitVec.y, aEdgeUnitVec.x);
+ // if there was an edge previously created it should just connect
+ // using it's ending points so that there are no empty spots
+ // between edge segments, if not use wherever aPointA is at
if (!bHasPreviousQuadrilateralEdge)
{
+ // the point is translated along the edge normal both directions by
+ // fHalfWidth to create a quadrilateral edge
aQuadrilateralVertices[0]
= convertB2DPointToBox2DVec2(aPointA, fScaleFactor) + fHalfWidth * aEdgeNormal;
aQuadrilateralVertices[1]
@@ -174,11 +188,13 @@ void addEdgeShapeToBody(const basegfx::B2DPolygon& rPolygon, b2Body* aBody, cons
aQuadrilateralVertices[3]
= convertB2DPointToBox2DVec2(aPointB, fScaleFactor) + -fHalfWidth * aEdgeNormal;
+ // check whether the edge would have degenerately close points
bool bValidPointDistance
= b2DistanceSquared(aQuadrilateralVertices[0], aQuadrilateralVertices[2]) > 0.003f;
if (bValidPointDistance)
{
+ // create a quadrilateral shaped fixture to represent the edge
aPolygonShape.Set(aQuadrilateralVertices, 4);
aFixture.shape = &aPolygonShape;
aFixture.density = fDensity;
@@ -243,7 +259,8 @@ void box2DWorld::createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlide
aBodyDef.type = b2_staticBody;
aBodyDef.position.Set(0, 0);
- // not going to be stored anywhere, Box2DWorld will handle this body
+ // not going to be stored anywhere, will live
+ // as long as the Box2DWorld does
b2Body* pStaticBody = mpBox2DWorld->CreateBody(&aBodyDef);
// create an edge loop that represents slide frame
@@ -256,6 +273,7 @@ void box2DWorld::createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlide
b2ChainShape aEdgesChainShape;
aEdgesChainShape.CreateLoop(aEdgePoints, 4);
+ // create the fixture for the shape
b2FixtureDef aFixtureDef;
aFixtureDef.shape = &aEdgesChainShape;
pStaticBody->CreateFixture(&aFixtureDef);
@@ -379,6 +397,8 @@ void box2DWorld::initateAllShapesAsStaticBodies(
std::unordered_map<css::uno::Reference<css::drawing::XShape>, bool> aXShapeBelongsToAGroup;
// iterate over the shapes in the current slide and flag them if they belong to a group
+ // will flag the only ones that are belong to a group since std::unordered_map operator[]
+ // defaults the value to false if the key doesn't have a corresponding value
for (auto aIt = aXShapeToShapeMap.begin(); aIt != aXShapeToShapeMap.end(); aIt++)
{
slideshow::internal::ShapeSharedPtr pShape = aIt->second;
@@ -387,6 +407,7 @@ void box2DWorld::initateAllShapesAsStaticBodies(
SdrObject* pTemp = SdrObject::getSdrObjectFromXShape(pShape->getXShape());
if (pTemp && pTemp->IsGroupObject())
{
+ // if it is a group object iterate over it's childs and flag them
SdrObjList* aObjList = pTemp->GetSubList();
const size_t nObjCount(aObjList->GetObjCount());
@@ -404,6 +425,9 @@ void box2DWorld::initateAllShapesAsStaticBodies(
for (auto aIt = aXShapeToShapeMap.begin(); aIt != aXShapeToShapeMap.end(); aIt++)
{
slideshow::internal::ShapeSharedPtr pShape = aIt->second;
+ // only create static bodies for the shapes that do not belong to a group
+ // groups themselves will have one body that represents the whole shape
+ // collection
if (pShape->isForeground() && !aXShapeBelongsToAGroup[pShape->getXShape()])
{
Box2DBodySharedPtr pBox2DBody = createStaticBody(pShape);
@@ -411,7 +435,7 @@ void box2DWorld::initateAllShapesAsStaticBodies(
mpXShapeToBodyMap.insert(std::make_pair(pShape->getXShape(), pBox2DBody));
if (!pShape->isVisible())
{
- // if the shape isn't visible, mark it
+ // if the shape isn't visible, queue an update for it
queueShapeVisibilityUpdate(pShape->getXShape(), false);
}
}
@@ -504,7 +528,7 @@ void box2DWorld::queueShapeAnimationUpdate(
return;
case slideshow::internal::AttributeType::PosX:
case slideshow::internal::AttributeType::PosY:
- if (bIsFirstUpdate)
+ if (bIsFirstUpdate) // if it is the first update shape should _teleport_ to the position
queueShapePositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
else
queueDynamicPositionUpdate(xShape,
@@ -521,6 +545,8 @@ void box2DWorld::queueShapeAnimationEndUpdate(
{
switch (eAttrType)
{
+ // end updates that change the velocity are delayed for a step
+ // since we do not want them to override the last position/angle
case slideshow::internal::AttributeType::Rotate:
queueAngularVelocityUpdate(xShape, 0.0, 1);
return;
@@ -536,12 +562,16 @@ void box2DWorld::queueShapeAnimationEndUpdate(
void box2DWorld::alertPhysicsAnimationEnd(const slideshow::internal::ShapeSharedPtr& pShape)
{
Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(pShape->getXShape())->second;
+ // since the animation ended make the body static
makeBodyStatic(pBox2DBody);
pBox2DBody->setRestitution(fDefaultStaticBodyBounciness);
if (--mnPhysicsAnimationCounter == 0)
{
+ // if there are no more physics animation effects going on clean up
maShapeParallelUpdateQueue = {};
mbShapesInitialized = false;
+ // clearing the map will make the box2d bodies get
+ // destroyed if there's nothing else that owns them
mpXShapeToBodyMap.clear();
}
}
@@ -572,8 +602,11 @@ double box2DWorld::stepAmount(const double fPassedTime, const float fTimeStep,
assert(mpBox2DWorld);
unsigned int nStepAmount = static_cast<unsigned int>(std::round(fPassedTime / fTimeStep));
+ // find the actual time that will be stepped through so
+ // that the updates can be processed using that value
double fTimeSteppedThrough = fTimeStep * nStepAmount;
+ // do the updates required to simulate other animaton effects going in parallel
processUpdateQueue(fTimeSteppedThrough);
for (unsigned int nStepCounter = 0; nStepCounter < nStepAmount; nStepCounter++)
@@ -647,9 +680,11 @@ Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::Shape
->getTopmostAttributeLayer();
if (pShapeAttributeLayer && pShapeAttributeLayer->isRotationAngleValid())
{
+ // if the shape's rotation value was altered by another animation effect set it.
aBodyDef.angle = ::basegfx::deg2rad(-pShapeAttributeLayer->getRotationAngle());
}
+ // create a shared pointer with a destructor so that the body will be properly destroyed
std::shared_ptr<b2Body> pBody(mpBox2DWorld->CreateBody(&aBodyDef), [](b2Body* pB2Body) {
pB2Body->GetWorld()->DestroyBody(pB2Body);
});
@@ -679,6 +714,7 @@ Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::Shape
aPolyPolygon.removeDoublePoints();
// make polygon coordinates relative to the center of the shape instead of top left of the slide
+ // since box2d shapes are expressed this way
aPolyPolygon
= basegfx::utils::distort(aPolyPolygon, aPolyPolygon.getB2DRange(),
{ -aShapeBounds.getWidth() / 2, -aShapeBounds.getHeight() / 2 },
@@ -689,8 +725,10 @@ Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::Shape
if (pSdrObject->IsClosedObj() && !pSdrObject->IsEdgeObj() && pSdrObject->HasFillStyle())
{
basegfx::triangulator::B2DTriangleVector aTriangleVector;
+ // iterate over the polygons of the shape and create representations for them
for (auto& rPolygon : aPolyPolygon)
{
+ // if the polygon is closed it will be represented by triangles
if (rPolygon.isClosed())
{
basegfx::triangulator::B2DTriangleVector aTempTriangleVector(
@@ -698,7 +736,7 @@ Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::Shape
aTriangleVector.insert(aTriangleVector.end(), aTempTriangleVector.begin(),
aTempTriangleVector.end());
}
- else
+ else // otherwise it will be an edge representation (example: smile line of the smiley shape)
{
addEdgeShapeToBody(rPolygon, pBody.get(), fDensity, fFriction,
static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor);
@@ -739,10 +777,12 @@ void box2DBody::setPosition(const basegfx::B2DPoint& rPos)
void box2DBody::setPositionByLinearVelocity(const basegfx::B2DPoint& rDesiredPos,
const double fPassedTime)
{
+ // kinematic bodies are not affected by other bodies, but unlike static ones can still have velocity
if (mpBox2DBody->GetType() != b2_kinematicBody)
mpBox2DBody->SetType(b2_kinematicBody);
::basegfx::B2DPoint aCurrentPos = getPosition();
+ // calculate the velocity needed to reach the rDesiredPos in the given time frame
::basegfx::B2DVector aVelocity = (rDesiredPos - aCurrentPos) / fPassedTime;
setLinearVelocity(aVelocity);
@@ -750,6 +790,7 @@ void box2DBody::setPositionByLinearVelocity(const basegfx::B2DPoint& rDesiredPos
void box2DBody::setAngleByAngularVelocity(const double fDesiredAngle, const double fPassedTime)
{
+ // kinematic bodies are not affected by other bodies, but unlike static ones can still have velocity
if (mpBox2DBody->GetType() != b2_kinematicBody)
mpBox2DBody->SetType(b2_kinematicBody);
@@ -779,10 +820,13 @@ void box2DBody::setAngularVelocity(const double fAngularVelocity)
void box2DBody::setCollision(const bool bCanCollide)
{
+ // collision have to be set for each fixture of the body individually
for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture;
pFixture = pFixture->GetNext())
{
b2Filter aFilter = pFixture->GetFilterData();
+ // 0xFFFF means collides with everything
+ // 0x0000 means collides with nothing
aFilter.maskBits = bCanCollide ? 0xFFFF : 0x0000;
pFixture->SetFilterData(aFilter);
}
@@ -801,12 +845,14 @@ void box2DBody::setAngle(const double fAngle)
void box2DBody::setDensityAndRestitution(const double fDensity, const double fRestitution)
{
+ // density and restitution have to be set for each fixture of the body individually
for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture;
pFixture = pFixture->GetNext())
{
pFixture->SetDensity(static_cast<float>(fDensity));
pFixture->SetRestitution(static_cast<float>(fRestitution));
}
+ // without resetting the massdata of the body, density change won't take effect
mpBox2DBody->ResetMassData();
}
diff --git a/slideshow/source/inc/box2dtools.hxx b/slideshow/source/inc/box2dtools.hxx
index ae9daa5fee35..a71af1d34bef 100644
--- a/slideshow/source/inc/box2dtools.hxx
+++ b/slideshow/source/inc/box2dtools.hxx
@@ -54,6 +54,7 @@ enum box2DNonsimulatedShapeUpdateType
/// body of a shape that was altered by an animation effect
struct Box2DDynamicUpdateInformation
{
+ /// reference to the shape that the update belongs to
css::uno::Reference<css::drawing::XShape> mxShape;
union {
::basegfx::B2DPoint maPosition;
@@ -63,42 +64,60 @@ struct Box2DDynamicUpdateInformation
bool mbVisibility;
};
box2DNonsimulatedShapeUpdateType meUpdateType;
+ /// amount of steps to delay the update for
int mnDelayForSteps = 0;
};
/** Class that manages the Box2D World
- This class is used when there's a simulated animation going on,
- it handles the stepping through the simulated world, updating the
- shapes in the simulated world if they were changed by ongoing animations.
+ This class is used when there's a physics animation going on,
+ it handles the stepping through the box2d world, updating the
+ shapes in the box2d world if they were changed by ongoing animations.
*/
class box2DWorld
{
private:
- /// Pointer to the real Box2D World that this class manages for simulations
+ /// Pointer to the real Box2D World that this class manages
std::unique_ptr<b2World> mpBox2DWorld;
/// Scale factor for conversions between LO user space coordinates to Box2D World coordinates
double mfScaleFactor;
bool mbShapesInitialized;
- /// Holds whether or not there is a Physics Animation node that
- /// is stepping the Box2D World
+ /// Holds whether or not there is a PhysicsAnimation that
+ /// is stepping the Box2D World. Used to create a lock mechanism
bool mbHasWorldStepper;
+ /// Number of Physics Animations going on
int mnPhysicsAnimationCounter;
std::unordered_map<css::uno::Reference<css::drawing::XShape>, Box2DBodySharedPtr>
mpXShapeToBodyMap;
- /// Holds any information needed to keep LO animations and Box2D world in sync
- /// if they are going in parallel
+
+ /** Queue that holds any required information to keep LO animation effects
+ and Box2DWorld in sync
+
+ Is processed before every step of the box2d world by processUpdateQueue.
+ Holds position, rotation, visibility etc. changes and associated values.
+ */
std::queue<Box2DDynamicUpdateInformation> maShapeParallelUpdateQueue;
/// Creates a static frame in Box2D world that corresponds to the slide borders
void createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlideSize);
+ /** Sets shape's corresponding Box2D body to the specified position
+
+ Body is teleported to the specified position, not moved
+
+ @param xShape
+ Shape reference
+
+ @param rOutPos
+ Position in LO user space coordinates
+ */
void setShapePosition(const css::uno::Reference<css::drawing::XShape> xShape,
const ::basegfx::B2DPoint& rOutPos);
- /** Sets shape's corresponding Box2D body to specified position
- Sets shape's corresponding Box2D body to specified position as if
- the body had velocity to reach that point in given time frame
+ /** Moves shape's corresponding Box2D body to specified position
+
+ Moves shape's corresponding Box2D body to specified position as if
+ the body had velocity to reach that point in given time frame.
@param xShape
Shape reference
@@ -112,35 +131,63 @@ private:
void setShapePositionByLinearVelocity(const css::uno::Reference<css::drawing::XShape> xShape,
const ::basegfx::B2DPoint& rOutPos,
const double fPassedTime);
- /// Sets linear velocity of the shape's corresponding body in the Box2D world
+
+ /** Sets linear velocity of the shape's corresponding Box2D body
+
+ Moves shape's corresponding Box2D body to specified position as if
+ the body had velocity to reach that point in given time frame.
+
+ @param xShape
+ Shape reference
+
+ @param rVelocity
+ Velocity vector in LO user space coordinates.
+ */
void setShapeLinearVelocity(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
const basegfx::B2DVector& rVelocity);
+ /** Sets rotation angle of the shape's corresponding Box2D body
+
+ @param xShape
+ Shape reference
+
+ @param fAngle
+ Angle of rotation in degrees.
+ */
void setShapeAngle(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
const double fAngle);
- /** Sets shape's corresponding Box2D body to specified angle
- Sets shape's corresponding Box2D body to specified angle as if
- the body had angular velocity to reach that point in given time frame
+ /** Rotates shape's corresponding Box2D body to specified angle
+
+ Rotates the Box2D body to specified angle as if the body
+ had exact angular velocity to reach that point in given
+ time frame
@param xShape
Shape reference
@param fAngle
- Position in LO user space coordinates
+ Angle of rotation in degrees.
@param fPassedTime
- Time frame which the Box2D body should move to the specified position.
+ Time frame which the Box2D body should rotate to the specified angle.
*/
void setShapeAngleByAngularVelocity(
const css::uno::Reference<com::sun::star::drawing::XShape> xShape, const double fAngle,
const double fPassedTime);
- /// Sets angular velocity of the shape's corresponding body in the Box2D world
+ /** Sets angular velocity of the shape's corresponding Box2D body.
+
+ @param xShape
+ Shape reference
+
+ @param fAngularVelocity
+ Angular velocity in degrees per second.
+ */
void setShapeAngularVelocity(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
const double fAngularVelocity);
- /** Set whether a shape can have collision in the Box2D World
+ /** Sets whether a shape's corresponding Box2D body has collision in the Box2D World or not
Used for animations that change the visibility of the shape.
@@ -153,7 +200,8 @@ private:
*/
void setShapeCollision(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
const bool bCanCollide);
- /** Process the updates queued in the maShapeUpdateQueue
+
+ /** Process the updates queued in the maShapeParallelUpdateQueue
Called on each step of the box2DWorld.
@@ -162,23 +210,26 @@ private:
*/
void processUpdateQueue(const double fPassedTime);
- /// Simulate and step through time in the Box2D World
+ /** Simulate and step through time in the Box2D World
+
+ Used in stepAmount
+
+ @attention fTimeStep should not vary.
+ */
void step(const float fTimeStep = 1.0f / 100.0f, const int nVelocityIterations = 6,
const int nPositionIterations = 2);
- /// Queue a rotation update on the next step of the box2DWorld for the corresponding body
+ /// Queue a rotation update that is simulated as if shape's corresponding box2D body rotated to given angle when processed
void
queueDynamicRotationUpdate(const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const double fAngle);
- /// Queue an angular velocity update for the corresponding body
- /// to take place after the next step of the box2DWorld
+ /// Queue an angular velocity update that sets the shape's corresponding box2D body angular velocity to the given value when processed
void
queueAngularVelocityUpdate(const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const double fAngularVelocity, const int nDelayForSteps = 0);
- /// Queue an update that changes collision of the corresponding body
- /// on the next step of the box2DWorld, used for animations that change visibility
+ /// Queue an collision update that sets the collision of shape's corresponding box2D body when processed
void queueShapeVisibilityUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const bool bVisibility);
@@ -198,21 +249,35 @@ public:
@return Amount of time actually stepped through, since it is possible
to only step through a multiple of fTimeStep
+
+ @attention fTimeStep should not vary.
*/
double stepAmount(const double fPassedTime, const float fTimeStep = 1.0f / 100.0f,
const int nVelocityIterations = 6, const int nPositionIterations = 2);
/// @return whether shapes in the slide are initialized as Box2D bodies or not
bool shapesInitialized();
- /// @return whether the Box2D shape is initialized or not
+ /// @return whether the Box2D World is initialized or not
bool isInitialized();
- /** Make the Box2D body corresponding to the given shape a dynamic one
+ /** Make the shape's corresponding box2D body a dynamic one.
A dynamic body will be affected by other bodies and the gravity.
- @param pShape
- Pointer to the shape to alter the corresponding Box2D body of
+ @param xShape
+ Shape reference
+
+ @param rStartVelocity
+ Velocity of the shape after making it dynamic
+
+ @param fDensity
+ Density of the body that is in kg/m^2
+
+ @param fBounciness
+ Bounciness of the body that is usually in between [0,1].
+ Even though it could take values that are >1, it is way too chaotic.
+
+ @return box2d body pointer
*/
Box2DBodySharedPtr makeShapeDynamic(const css::uno::Reference<css::drawing::XShape>& xShape,
const basegfx::B2DVector& rStartVelocity,
@@ -220,14 +285,21 @@ public:
/** Make the Box2D body corresponding to the given shape a static one
- A static body will not be affected by other bodies and the gravity.
+ A static body will not be affected by other bodies and the gravity. But will
+ affect other bodies that are dynamic (will still collide with them but won't
+ move etc.)
@param pShape
Pointer to the shape to alter the corresponding Box2D body of
+
+ @return box2d body pointer
*/
Box2DBodySharedPtr makeShapeStatic(const slideshow::internal::ShapeSharedPtr& pShape);
- /// Create a static body from the given shape's geometry
+ /** Create a static body that represeted by the shape's geometry
+
+ @return pointer to the box2d body
+ */
Box2DBodySharedPtr createStaticBody(const slideshow::internal::ShapeSharedPtr& rShape,
const float fDensity = 1.0f, const float fFriction = 0.3f);
@@ -241,32 +313,47 @@ public:
/// Set the flag for whether the box2DWorld has a stepper or not
void setHasWorldStepper(const bool bHasWorldStepper);
- /// Queue a position update the next step of the box2DWorld for the corresponding body
+ /// Queue a position update that is simulated as if shape's corresponding box2D body moved to given position when processed
void queueDynamicPositionUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const ::basegfx::B2DPoint& rOutPos);
- /// Queue a linear velocity update for the corresponding body
- /// to take place after the next step of the box2DWorld
+ /// Queue a update that sets the corresponding box2D body's linear velocity to the given value when processed
void queueLinearVelocityUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const ::basegfx::B2DVector& rVelocity,
const int nDelayForSteps = 0);
+ /// Queue an appropraite update for the animation effect that is in parallel with a physics animation
void
queueShapeAnimationUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer,
const slideshow::internal::AttributeType eAttrType,
const bool bIsFirstUpdate);
+ /// Queue an appropraite update for a path animation that is in parallel with a physics animation
void queueShapePathAnimationUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer,
const bool bIsFirstUpdate);
+ /// Queue an appropraite update for the animation effect that just ended
void queueShapeAnimationEndUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const slideshow::internal::AttributeType eAttrType);
+ /** Alert that a physics animation effect has ended
+
+ Makes the given shape static, if this was the last physics animation effect
+ that was in parallel, box2d bodies that are owned by the mpXShapeToBodyMap
+ are dumped and potentially destroyed.
+
+ @attention the box2d body owned by the PhysicsAnimation won't be destroyed.
+ */
void alertPhysicsAnimationEnd(const slideshow::internal::ShapeSharedPtr& pShape);
+ /** Alert that a physics animation effect has started
+
+ Initiates the box2D world if it is not initiated yet, and likewise constructs
+ box2d bodies for the shapes in the current slide if they are not constructed.
+ */
void
alertPhysicsAnimationStart(const ::basegfx::B2DVector& rSlideSize,
const slideshow::internal::ShapeManagerSharedPtr& pShapeManager);
@@ -287,12 +374,17 @@ public:
/// @return current position in LO user space coordinates
::basegfx::B2DPoint getPosition();
+ /** Set the position of box2d body
+
+ @param rPos
+ Position in LO user space coordinates
+ */
void setPosition(const ::basegfx::B2DPoint& rPos);
- /** Sets body to specified position
+ /** Moves body to the specified position
- Sets body to specified position as if the body had
- velocity to reach that point in given time frame
+ Moves body to the specified position by setting velocity of
+ the body so that it reaches to rDesiredPos in given time fram
@param rDesiredPos
Position to arrive in the time frame
@@ -303,23 +395,31 @@ public:
void setPositionByLinearVelocity(const ::basegfx::B2DPoint& rDesiredPos,
const double fPassedTime);
- /// Sets linear velocity of the body
+ /** Sets linear velocity of the body
+
+ @param rVelocity
+ Velocity vector in LO user space coordinates
+ */
void setLinearVelocity(const ::basegfx::B2DVector& rVelocity);
- /** Sets body to specified angle of rotation
+ /** Rotate body to specified angle of rotation
- Sets body to specified rotation as if the body had
+ Rotates body to specified rotation as if the body had
angular velocity to reach that state in given time frame
@param fDesiredAngle
- Rotation angle to arrive in the time frame
+ Rotation angle in degrees to arrive in the time frame
@param fPassedTime
Amount of time for the movement to take place
*/
void setAngleByAngularVelocity(const double fDesiredAngle, const double fPassedTime);
- /// Sets angular velocity of the body
+ /** Sets angular velocity of the body
+
+ @param fAngularVelocity
+ Angular velocity in degrees per second
+ */
void setAngularVelocity(const double fAngularVelocity);
/// Sets whether the body have collisions or not
@@ -328,10 +428,28 @@ public:
/// @return current angle of rotation of the body
double getAngle();
+ /** Set angle of the box2d body
+
+ @param fAngle
+ Angle in degrees
+ */
void setAngle(const double fAngle);
+ /** Set density and restitution of the box2d body
+
+ @param fDensity
+ Density in kg/m^2
+
+ @param fRestitution
+ Restitution (elasticity) coefficient, usually in the range [0,1]
+ */
void setDensityAndRestitution(const double fDensity, const double fRestitution);
+ /** Set restitution of the box2d body
+
+ @param fRestitution
+ Restitution (elasticity) coefficient, usually in the range [0,1]
+ */
void setRestitution(const double fRestitution);
/// Set type of the body