summaryrefslogtreecommitdiff
path: root/slideshow/source/engine/box2dtools.cxx
blob: db91ccbb57e77fd4146eec7f900e406a45c49964 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4; fill-column: 100 -*- */
/*
 * This file is part of the LibreOffice project.
 *
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 */

#include <box2dtools.hxx>
#include <Box2D/Box2D.h>

#include <shapemanager.hxx>
#include <attributableshape.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <com/sun/star/drawing/PolyPolygonBezierCoords.hpp>

#include <svx/svdobj.hxx>
#include <svx/svdoashp.hxx>
#include <svx/svdogrp.hxx>

#include <svx/unoapi.hxx>

#define BOX2D_SLIDE_SIZE_IN_METERS 100.00f
constexpr double fDefaultStaticBodyBounciness(0.1);

namespace box2d::utils
{
namespace
{
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
        return BOX2D_SLIDE_SIZE_IN_METERS / fHeight;
}

b2BodyType getBox2DInternalBodyType(const box2DBodyType eType)
{
    switch (eType)
    {
        default:
        case BOX2D_STATIC_BODY:
            return b2_staticBody;
        case BOX2D_KINEMATIC_BODY:
            return b2_kinematicBody;
        case BOX2D_DYNAMIC_BODY:
            return b2_dynamicBody;
    }
}

box2DBodyType getBox2DLOBodyType(const b2BodyType eType)
{
    switch (eType)
    {
        default:
        case b2_staticBody:
            return BOX2D_STATIC_BODY;
        case b2_kinematicBody:
            return BOX2D_KINEMATIC_BODY;
        case b2_dynamicBody:
            return BOX2D_DYNAMIC_BODY;
    }
}

b2Vec2 convertB2DPointToBox2DVec2(const basegfx::B2DPoint& aPoint, const double fScaleFactor)
{
    return { static_cast<float>(aPoint.getX() * fScaleFactor),
             static_cast<float>(aPoint.getY() * -fScaleFactor) };
}

// expects rTriangleVector to have coordinates relative to the shape's bounding box center
void addTriangleVectorToBody(const basegfx::triangulator::B2DTriangleVector& rTriangleVector,
                             b2Body* aBody, const float fDensity, const float fFriction,
                             const float fRestitution, const double fScaleFactor)
{
    for (const basegfx::triangulator::B2DTriangle& aTriangle : rTriangleVector)
    {
        b2FixtureDef aFixture;
        b2PolygonShape aPolygonShape;
        b2Vec2 aTriangleVertices[3]
            = { convertB2DPointToBox2DVec2(aTriangle.getA(), fScaleFactor),
                convertB2DPointToBox2DVec2(aTriangle.getB(), fScaleFactor),
                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++)
            {
                if (nPointIndexA == nPointIndexB)
                    continue;

                if (b2DistanceSquared(aTriangleVertices[nPointIndexA],
                                      aTriangleVertices[nPointIndexB])
                    < 0.003f)
                {
                    bValidPointDistance = false;
                }
            }
        }

        if (bValidPointDistance)
        {
            // create a fixture that represents the triangle
            aPolygonShape.Set(aTriangleVertices, 3);
            aFixture.shape = &aPolygonShape;
            aFixture.density = fDensity;
            aFixture.friction = fFriction;
            aFixture.restitution = fRestitution;
            aBody->CreateFixture(&aFixture);
        }
    }
}

// expects rPolygon to have coordinates relative to it's center
void addEdgeShapeToBody(const basegfx::B2DPolygon& rPolygon, b2Body* aBody, const float fDensity,
                        const float fFriction, const float fRestitution, const double fScaleFactor)
{
    // make sure there's no bezier curves on the polygon
    assert(!rPolygon.areControlPointsUsed());
    basegfx::B2DPolygon aPolygon = basegfx::utils::removeNeutralPoints(rPolygon);

    // value that somewhat defines half width of the quadrilateral
    // that will be representing edge segment in the box2d world
    const float fHalfWidth = 0.1f;
    bool bHasPreviousQuadrilateralEdge = false;
    b2Vec2 aQuadrilateralVertices[4];

    for (sal_uInt32 nIndex = 0; nIndex < aPolygon.count(); nIndex++)
    {
        b2FixtureDef aFixture;
        b2PolygonShape aPolygonShape;

        basegfx::B2DPoint aPointA;
        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);
        }
        else if (aPolygon.isClosed())
        {
            // start by connecting the last point to the first one
            aPointA = aPolygon.getB2DPoint(aPolygon.count() - 1);
            aPointB = aPolygon.getB2DPoint(nIndex);
        }
        else // the polygon isn't closed, won't connect last and first points
        {
            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]
                = convertB2DPointToBox2DVec2(aPointA, fScaleFactor) + -fHalfWidth * aEdgeNormal;
            bHasPreviousQuadrilateralEdge = true;
        }
        aQuadrilateralVertices[2]
            = convertB2DPointToBox2DVec2(aPointB, fScaleFactor) + fHalfWidth * aEdgeNormal;
        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;
            aFixture.friction = fFriction;
            aFixture.restitution = fRestitution;
            aBody->CreateFixture(&aFixture);

            // prepare the quadrilateral edge for next connection
            aQuadrilateralVertices[0] = aQuadrilateralVertices[2];
            aQuadrilateralVertices[1] = aQuadrilateralVertices[3];
        }
    }
}

void addEdgeShapeToBody(const basegfx::B2DPolyPolygon& rPolyPolygon, b2Body* aBody,
                        const float fDensity, const float fFriction, const float fRestitution,
                        const double fScaleFactor)
{
    for (const basegfx::B2DPolygon& rPolygon : rPolyPolygon)
    {
        addEdgeShapeToBody(rPolygon, aBody, fDensity, fFriction, fRestitution, fScaleFactor);
    }
}
}

box2DWorld::box2DWorld(const ::basegfx::B2DVector& rSlideSize)
    : mpBox2DWorld()
    , mfScaleFactor(calculateScaleFactor(rSlideSize))
    , mbShapesInitialized(false)
    , mbHasWorldStepper(false)
    , mbAlreadyStepped(false)
    , mnPhysicsAnimationCounter(0)
    , mpXShapeToBodyMap()
    , maShapeParallelUpdateQueue()
{
}

box2DWorld::~box2DWorld() = default;

bool box2DWorld::initiateWorld(const ::basegfx::B2DVector& rSlideSize)
{
    if (!mpBox2DWorld)
    {
        mpBox2DWorld = std::make_unique<b2World>(b2Vec2(0.0f, -30.0f));
        createStaticFrameAroundSlide(rSlideSize);
        return false;
    }
    else
    {
        return true;
    }
}

void box2DWorld::createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlideSize)
{
    assert(mpBox2DWorld);

    float fWidth = static_cast<float>(rSlideSize.getX() * mfScaleFactor);
    float fHeight = static_cast<float>(rSlideSize.getY() * mfScaleFactor);

    // static body for creating the frame around the slide
    b2BodyDef aBodyDef;
    aBodyDef.type = b2_staticBody;
    aBodyDef.position.Set(0, 0);

    // 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
    b2Vec2 aEdgePoints[4];
    aEdgePoints[0].Set(0, 0);
    aEdgePoints[1].Set(0, -fHeight);
    aEdgePoints[2].Set(fWidth, -fHeight);
    aEdgePoints[3].Set(fWidth, 0);

    b2ChainShape aEdgesChainShape;
    aEdgesChainShape.CreateLoop(aEdgePoints, 4);

    // create the fixture for the shape
    b2FixtureDef aFixtureDef;
    aFixtureDef.shape = &aEdgesChainShape;
    pStaticBody->CreateFixture(&aFixtureDef);
}

void box2DWorld::setShapePosition(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
                                  const basegfx::B2DPoint& rOutPos)
{
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setPosition(rOutPos);
}

void box2DWorld::setShapePositionByLinearVelocity(
    const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
    const basegfx::B2DPoint& rOutPos, const double fPassedTime)
{
    assert(mpBox2DWorld);
    if (fPassedTime > 0) // this only makes sense if there was an advance in time
    {
        Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
        pBox2DBody->setPositionByLinearVelocity(rOutPos, fPassedTime);
    }
}

void box2DWorld::setShapeLinearVelocity(
    const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
    const basegfx::B2DVector& rVelocity)
{
    assert(mpBox2DWorld);
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setLinearVelocity(rVelocity);
}

void box2DWorld::setShapeAngle(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
                               const double fAngle)
{
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setAngle(fAngle);
}

void box2DWorld::setShapeAngleByAngularVelocity(
    const css::uno::Reference<com::sun::star::drawing::XShape> xShape, const double fAngle,
    const double fPassedTime)
{
    assert(mpBox2DWorld);
    if (fPassedTime > 0) // this only makes sense if there was an advance in time
    {
        Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
        pBox2DBody->setAngleByAngularVelocity(fAngle, fPassedTime);
    }
}

void box2DWorld::setShapeAngularVelocity(
    const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
    const double fAngularVelocity)
{
    assert(mpBox2DWorld);
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setAngularVelocity(fAngularVelocity);
}

void box2DWorld::setShapeCollision(
    const css::uno::Reference<com::sun::star::drawing::XShape> xShape, bool bCanCollide)
{
    assert(mpBox2DWorld);
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setCollision(bCanCollide);
}

void box2DWorld::processUpdateQueue(const double fPassedTime)
{
    while (!maShapeParallelUpdateQueue.empty())
    {
        Box2DDynamicUpdateInformation& aQueueElement = maShapeParallelUpdateQueue.front();

        if (aQueueElement.mnDelayForSteps > 0)
        {
            // it was queued as a delayed action, skip it, don't pop
            aQueueElement.mnDelayForSteps--;
        }
        else
        {
            switch (aQueueElement.meUpdateType)
            {
                default:
                case BOX2D_UPDATE_POSITION_CHANGE:
                    setShapePositionByLinearVelocity(aQueueElement.mxShape,
                                                     aQueueElement.maPosition, fPassedTime);
                    break;
                case BOX2D_UPDATE_POSITION:
                    setShapePosition(aQueueElement.mxShape, aQueueElement.maPosition);
                    break;
                case BOX2D_UPDATE_ANGLE:
                    setShapeAngleByAngularVelocity(aQueueElement.mxShape, aQueueElement.mfAngle,
                                                   fPassedTime);
                    break;
                case BOX2D_UPDATE_SIZE:
                    break;
                case BOX2D_UPDATE_VISIBILITY:
                    setShapeCollision(aQueueElement.mxShape, aQueueElement.mbVisibility);
                    break;
                case BOX2D_UPDATE_LINEAR_VELOCITY:
                    setShapeLinearVelocity(aQueueElement.mxShape, aQueueElement.maVelocity);
                    break;
                case BOX2D_UPDATE_ANGULAR_VELOCITY:
                    setShapeAngularVelocity(aQueueElement.mxShape, aQueueElement.mfAngularVelocity);
            }
            maShapeParallelUpdateQueue.pop();
        }
    }
}

void box2DWorld::initateAllShapesAsStaticBodies(
    const slideshow::internal::ShapeManagerSharedPtr& pShapeManager)
{
    assert(mpBox2DWorld);

    mbShapesInitialized = true;
    auto aXShapeToShapeMap = pShapeManager->getXShapeToShapeMap();

    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;
        if (pShape->isForeground())
        {
            SdrObject* pTemp = SdrObject::getSdrObjectFromXShape(pShape->getXShape());
            if (pTemp && pTemp->IsGroupObject())
            {
                // if it is a group object iterate over its children and flag them
                SdrObjList* aObjList = pTemp->GetSubList();
                const size_t nObjCount(aObjList->GetObjCount());

                for (size_t nObjIndex = 0; nObjIndex < nObjCount; ++nObjIndex)
                {
                    SdrObject* pGroupMember(aObjList->GetObj(nObjIndex));
                    aXShapeBelongsToAGroup.insert(
                        std::make_pair(GetXShapeForSdrObject(pGroupMember), true));
                }
            }
        }
    }

    // iterate over shapes in the current slide
    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);

            mpXShapeToBodyMap.insert(std::make_pair(pShape->getXShape(), pBox2DBody));
            if (!pShape->isVisible())
            {
                // if the shape isn't visible, queue an update for it
                queueShapeVisibilityUpdate(pShape->getXShape(), false);
            }
        }
    }
}

bool box2DWorld::hasWorldStepper() const { return mbHasWorldStepper; }

void box2DWorld::setHasWorldStepper(const bool bHasWorldStepper)
{
    mbHasWorldStepper = bHasWorldStepper;
}

void box2DWorld::queueDynamicPositionUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const basegfx::B2DPoint& rOutPos)
{
    Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION_CHANGE };
    aQueueElement.maPosition = rOutPos;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueLinearVelocityUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const basegfx::B2DVector& rVelocity, const int nDelayForSteps)
{
    Box2DDynamicUpdateInformation aQueueElement
        = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, nDelayForSteps };
    aQueueElement.maVelocity = rVelocity;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueDynamicRotationUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const double fAngle)
{
    Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGLE };
    aQueueElement.mfAngle = fAngle;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueAngularVelocityUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const double fAngularVelocity, const int nDelayForSteps)
{
    Box2DDynamicUpdateInformation aQueueElement
        = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, nDelayForSteps };
    aQueueElement.mfAngularVelocity = fAngularVelocity;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueShapeVisibilityUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const bool bVisibility)
{
    Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_VISIBILITY };
    aQueueElement.mbVisibility = bVisibility;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueShapePositionUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const basegfx::B2DPoint& rOutPos)
{
    Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION };
    aQueueElement.maPosition = rOutPos;
    maShapeParallelUpdateQueue.push(aQueueElement);
}

void box2DWorld::queueShapePathAnimationUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer, const bool bIsFirstUpdate)
{
    // Workaround for PathAnimations since they do not have their own AttributeType
    // - using PosX makes it register a DynamicPositionUpdate -
    queueShapeAnimationUpdate(xShape, pAttrLayer, slideshow::internal::AttributeType::PosX,
                              bIsFirstUpdate);
}

void box2DWorld::queueShapeAnimationUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer,
    const slideshow::internal::AttributeType eAttrType, const bool bIsFirstUpdate)
{
    switch (eAttrType)
    {
        case slideshow::internal::AttributeType::Visibility:
            queueShapeVisibilityUpdate(xShape, pAttrLayer->getVisibility());
            return;
        case slideshow::internal::AttributeType::Rotate:
            queueDynamicRotationUpdate(xShape, pAttrLayer->getRotationAngle());
            return;
        case slideshow::internal::AttributeType::PosX:
        case slideshow::internal::AttributeType::PosY:
            if (bIsFirstUpdate) // if it is the first update shape should _teleport_ to the position
                queueShapePositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
            else
                queueDynamicPositionUpdate(xShape,
                                           { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
            return;
        default:
            return;
    }
}

void box2DWorld::queueShapeAnimationEndUpdate(
    const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
    const slideshow::internal::AttributeType eAttrType)
{
    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;
        case slideshow::internal::AttributeType::PosX:
        case slideshow::internal::AttributeType::PosY:
            queueLinearVelocityUpdate(xShape, { 0, 0 }, 1);
            return;
        default:
            return;
    }
}

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();
    }
    else
    {
        // the physics animation that will take over the lock after this one
        // shouldn't step the world for an update cycle - since it was already
        // stepped.
        mbAlreadyStepped = true;
    }
}

void box2DWorld::alertPhysicsAnimationStart(
    const ::basegfx::B2DVector& rSlideSize,
    const slideshow::internal::ShapeManagerSharedPtr& pShapeManager)
{
    if (!mpBox2DWorld)
        initiateWorld(rSlideSize);

    if (!mbShapesInitialized)
        initateAllShapesAsStaticBodies(pShapeManager);

    mnPhysicsAnimationCounter++;
}

void box2DWorld::step(const float fTimeStep, const int nVelocityIterations,
                      const int nPositionIterations)
{
    assert(mpBox2DWorld);
    mpBox2DWorld->Step(fTimeStep, nVelocityIterations, nPositionIterations);
}

double box2DWorld::stepAmount(const double fPassedTime, const float fTimeStep,
                              const int nVelocityIterations, const int nPositionIterations)
{
    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 animation effects going in parallel
    processUpdateQueue(fTimeSteppedThrough);

    if (!mbAlreadyStepped)
    {
        for (unsigned int nStepCounter = 0; nStepCounter < nStepAmount; nStepCounter++)
        {
            step(fTimeStep, nVelocityIterations, nPositionIterations);
        }
    }
    else
    {
        // just got the step lock from another physics animation
        // so skipping stepping the world for an update cycle
        mbAlreadyStepped = false;
    }

    return fTimeSteppedThrough;
}

bool box2DWorld::shapesInitialized() { return mbShapesInitialized; }

bool box2DWorld::isInitialized() const
{
    if (mpBox2DWorld)
        return true;
    else
        return false;
}

Box2DBodySharedPtr
box2DWorld::makeShapeDynamic(const css::uno::Reference<css::drawing::XShape>& xShape,
                             const basegfx::B2DVector& rStartVelocity, const double fDensity,
                             const double fBounciness)
{
    assert(mpBox2DWorld);
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second;
    pBox2DBody->setDensityAndRestitution(fDensity, fBounciness);
    queueLinearVelocityUpdate(xShape, rStartVelocity, 1);
    return makeBodyDynamic(pBox2DBody);
}

Box2DBodySharedPtr makeBodyDynamic(const Box2DBodySharedPtr& pBox2DBody)
{
    if (pBox2DBody->getType() != BOX2D_DYNAMIC_BODY)
    {
        pBox2DBody->setType(BOX2D_DYNAMIC_BODY);
    }
    return pBox2DBody;
}

Box2DBodySharedPtr box2DWorld::makeShapeStatic(const slideshow::internal::ShapeSharedPtr& pShape)
{
    assert(mpBox2DWorld);
    Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(pShape->getXShape())->second;
    return makeBodyStatic(pBox2DBody);
}

Box2DBodySharedPtr makeBodyStatic(const Box2DBodySharedPtr& pBox2DBody)
{
    if (pBox2DBody->getType() != BOX2D_STATIC_BODY)
    {
        pBox2DBody->setType(BOX2D_STATIC_BODY);
    }
    return pBox2DBody;
}

Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::ShapeSharedPtr& rShape,
                                                const float fDensity, const float fFriction)
{
    assert(mpBox2DWorld);

    ::basegfx::B2DRectangle aShapeBounds = rShape->getBounds();

    b2BodyDef aBodyDef;
    aBodyDef.type = b2_staticBody;
    aBodyDef.position = convertB2DPointToBox2DVec2(aShapeBounds.getCenter(), mfScaleFactor);

    slideshow::internal::ShapeAttributeLayerSharedPtr pShapeAttributeLayer
        = static_cast<slideshow::internal::AttributableShape*>(rShape.get())
              ->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);
    });

    SdrObject* pSdrObject = SdrObject::getSdrObjectFromXShape(rShape->getXShape());

    rtl::OUString aShapeType = rShape->getXShape()->getShapeType();

    basegfx::B2DPolyPolygon aPolyPolygon;
    // workaround:
    // TakeXorPoly() doesn't return beziers for CustomShapes and we want the beziers
    // so that we can decide the complexity of the polygons generated from them
    if (aShapeType == "com.sun.star.drawing.CustomShape")
    {
        aPolyPolygon = static_cast<SdrObjCustomShape*>(pSdrObject)->GetLineGeometry(true);
    }
    else
    {
        aPolyPolygon = pSdrObject->TakeXorPoly();
    }

    // make beziers into polygons, using a high degree angle as fAngleBound in
    // adaptiveSubdivideByAngle reduces complexity of the resulting polygon shapes
    aPolyPolygon = aPolyPolygon.areControlPointsUsed()
                       ? basegfx::utils::adaptiveSubdivideByAngle(aPolyPolygon, 20)
                       : aPolyPolygon;
    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 },
                                  { aShapeBounds.getWidth() / 2, -aShapeBounds.getHeight() / 2 },
                                  { -aShapeBounds.getWidth() / 2, aShapeBounds.getHeight() / 2 },
                                  { aShapeBounds.getWidth() / 2, aShapeBounds.getHeight() / 2 });

    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(
                    basegfx::triangulator::triangulate(rPolygon));
                aTriangleVector.insert(aTriangleVector.end(), aTempTriangleVector.begin(),
                                       aTempTriangleVector.end());
            }
            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);
            }
        }
        addTriangleVectorToBody(aTriangleVector, pBody.get(), fDensity, fFriction,
                                static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor);
    }
    else
    {
        addEdgeShapeToBody(aPolyPolygon, pBody.get(), fDensity, fFriction,
                           static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor);
    }

    return std::make_shared<box2DBody>(pBody, mfScaleFactor);
}

box2DBody::box2DBody(std::shared_ptr<b2Body> pBox2DBody, double fScaleFactor)
    : mpBox2DBody(pBox2DBody)
    , mfScaleFactor(fScaleFactor)
{
}

::basegfx::B2DPoint box2DBody::getPosition() const
{
    b2Vec2 aPosition = mpBox2DBody->GetPosition();
    double fX = static_cast<double>(aPosition.x) / mfScaleFactor;
    double fY = static_cast<double>(aPosition.y) / -mfScaleFactor;
    return ::basegfx::B2DPoint(fX, fY);
}

void box2DBody::setPosition(const basegfx::B2DPoint& rPos)
{
    mpBox2DBody->SetTransform(convertB2DPointToBox2DVec2(rPos, mfScaleFactor),
                              mpBox2DBody->GetAngle());
}

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);
}

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);

    double fDeltaAngle = fDesiredAngle - getAngle();

    // temporary hack for repeating animation effects
    while (fDeltaAngle > 180
           || fDeltaAngle < -180) // if it is bigger than 180 opposite rotation is actually closer
        fDeltaAngle += fDeltaAngle > 0 ? -360 : +360;

    double fAngularVelocity = fDeltaAngle / fPassedTime;
    setAngularVelocity(fAngularVelocity);
}

void box2DBody::setLinearVelocity(const ::basegfx::B2DVector& rVelocity)
{
    b2Vec2 aVelocity = { static_cast<float>(rVelocity.getX() * mfScaleFactor),
                         static_cast<float>(rVelocity.getY() * -mfScaleFactor) };
    mpBox2DBody->SetLinearVelocity(aVelocity);
}

void box2DBody::setAngularVelocity(const double fAngularVelocity)
{
    float fBox2DAngularVelocity = static_cast<float>(basegfx::deg2rad(-fAngularVelocity));
    mpBox2DBody->SetAngularVelocity(fBox2DAngularVelocity);
}

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);
    }
}

double box2DBody::getAngle() const
{
    double fAngle = static_cast<double>(mpBox2DBody->GetAngle());
    return ::basegfx::rad2deg(-fAngle);
}

void box2DBody::setAngle(const double fAngle)
{
    mpBox2DBody->SetTransform(mpBox2DBody->GetPosition(), ::basegfx::deg2rad(-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();
}

void box2DBody::setRestitution(const double fRestitution)
{
    for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture;
         pFixture = pFixture->GetNext())
    {
        pFixture->SetRestitution(static_cast<float>(fRestitution));
    }
}

void box2DBody::setType(box2DBodyType eType)
{
    mpBox2DBody->SetType(getBox2DInternalBodyType(eType));
}

box2DBodyType box2DBody::getType() const { return getBox2DLOBodyType(mpBox2DBody->GetType()); }
}

/* vim:set shiftwidth=4 softtabstop=4 expandtab cinoptions=b1,g0,N-s cinkeys+=0=break: */