[Libreoffice-commits] core.git: Branch 'private/quwex/gsoc-box2d-experimental' - slideshow/source
Sarper Akdemir (via logerrit)
logerrit at kemper.freedesktop.org
Thu Aug 13 00:41:31 UTC 2020
slideshow/source/engine/animationfactory.cxx | 4
slideshow/source/engine/box2dtools.cxx | 189 ++++++++++++++++++---------
slideshow/source/inc/box2dtools.hxx | 44 +++++-
3 files changed, 168 insertions(+), 69 deletions(-)
New commits:
commit 1fb53ef7b889b8cc3e6941c64df7c129575c1c5c
Author: Sarper Akdemir <q.sarperakdemir at gmail.com>
AuthorDate: Thu Aug 13 03:40:25 2020 +0300
Commit: Sarper Akdemir <q.sarperakdemir at gmail.com>
CommitDate: Thu Aug 13 03:40:25 2020 +0300
make physics animations handle sequential animations correctly
Change-Id: Ie8bb8b32588f4c7bf16317b5229adc5b0334d192
diff --git a/slideshow/source/engine/animationfactory.cxx b/slideshow/source/engine/animationfactory.cxx
index bc1848f68435..d6198439b327 100644
--- a/slideshow/source/engine/animationfactory.cxx
+++ b/slideshow/source/engine/animationfactory.cxx
@@ -323,7 +323,9 @@ namespace slideshow::internal
{
mpShapeManager->notifyShapeUpdate( mpShape );
if ( mpBox2DWorld->isInitialized() )
- mpBox2DWorld->queuePositionUpdate( mpShape->getXShape(), rOutPos );
+ {
+ mpBox2DWorld->queueShapePathAnimationUpdate( mpShape->getXShape(), mpAttrLayer );
+ }
}
return true;
diff --git a/slideshow/source/engine/box2dtools.cxx b/slideshow/source/engine/box2dtools.cxx
index 68ab37fb6868..383836b7dca2 100644
--- a/slideshow/source/engine/box2dtools.cxx
+++ b/slideshow/source/engine/box2dtools.cxx
@@ -203,7 +203,7 @@ box2DWorld::box2DWorld(const ::basegfx::B2DVector& rSlideSize)
, mbShapesInitialized(false)
, mbHasWorldStepper(false)
, mpXShapeToBodyMap()
- , maShapeUpdateQueue()
+ , maShapeParallelUpdateQueue()
{
}
@@ -253,6 +253,13 @@ void box2DWorld::createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlide
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)
@@ -274,6 +281,13 @@ void box2DWorld::setShapeLinearVelocity(
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)
@@ -305,42 +319,65 @@ void box2DWorld::setShapeCollision(
void box2DWorld::processUpdateQueue(const double fPassedTime)
{
- while (!maShapeUpdateQueue.empty())
+ if (maShapeSequentialUpdate.empty())
{
- Box2DShapeUpdateInformation& aQueueElement = maShapeUpdateQueue.front();
-
- if (aQueueElement.mnDelayForSteps > 0)
- {
- // it was queued as a delayed action, skip it, don't pop
- aQueueElement.mnDelayForSteps--;
- }
- else
+ while (!maShapeParallelUpdateQueue.empty())
{
- switch (aQueueElement.meUpdateType)
+ Box2DDynamicUpdateInformation& aQueueElement = maShapeParallelUpdateQueue.front();
+
+ if (aQueueElement.mnDelayForSteps > 0)
+ {
+ // it was queued as a delayed action, skip it, don't pop
+ aQueueElement.mnDelayForSteps--;
+ }
+ else
{
- default:
- case BOX2D_UPDATE_POSITION:
- setShapePositionByLinearVelocity(aQueueElement.mxShape,
- aQueueElement.maPosition, fPassedTime);
- 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);
+ switch (aQueueElement.meUpdateType)
+ {
+ default:
+ case BOX2D_UPDATE_POSITION:
+ setShapePositionByLinearVelocity(aQueueElement.mxShape,
+ aQueueElement.maPosition, fPassedTime);
+ 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();
}
- maShapeUpdateQueue.pop();
}
}
+ else
+ {
+ // clear the Parallel Update Queue since the updates in it
+ // are not relevant now - if there's any
+ maShapeParallelUpdateQueue = {};
+
+ for (auto aIt : maShapeSequentialUpdate)
+ {
+ css::uno::Reference<css::drawing::XShape> xShape = aIt.first;
+ Box2DStaticUpdateInformation& aUpdateInformation = aIt.second;
+
+ setShapePosition(xShape, aUpdateInformation.maPosition);
+ setShapeAngle(xShape, aUpdateInformation.mfAngle);
+ setShapeCollision(xShape, aUpdateInformation.mbVisibility);
+ }
+
+ // After applying all required updates empty map
+ maShapeSequentialUpdate.clear();
+ }
}
void box2DWorld::initateAllShapesAsStaticBodies(
@@ -376,47 +413,58 @@ void box2DWorld::setHasWorldStepper(const bool bHasWorldStepper)
mbHasWorldStepper = bHasWorldStepper;
}
-void box2DWorld::queuePositionUpdate(
+void box2DWorld::queueDynamicPositionUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const basegfx::B2DPoint& rOutPos)
{
- Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION };
+ Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION };
aQueueElement.maPosition = rOutPos;
- maShapeUpdateQueue.push(aQueueElement);
+ maShapeParallelUpdateQueue.push(aQueueElement);
}
void box2DWorld::queueLinearVelocityUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
- const basegfx::B2DVector& rVelocity)
+ const basegfx::B2DVector& rVelocity, const int nDelayForSteps)
{
- Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, 1 };
+ Box2DDynamicUpdateInformation aQueueElement
+ = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, nDelayForSteps };
aQueueElement.maVelocity = rVelocity;
- maShapeUpdateQueue.push(aQueueElement);
+ maShapeParallelUpdateQueue.push(aQueueElement);
}
-void box2DWorld::queueRotationUpdate(
+void box2DWorld::queueDynamicRotationUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const double fAngle)
{
- Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGLE };
+ Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGLE };
aQueueElement.mfAngle = fAngle;
- maShapeUpdateQueue.push(aQueueElement);
+ maShapeParallelUpdateQueue.push(aQueueElement);
}
void box2DWorld::queueAngularVelocityUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
- const double fAngularVelocity)
+ const double fAngularVelocity, const int nDelayForSteps)
{
- Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, 1 };
+ Box2DDynamicUpdateInformation aQueueElement
+ = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, nDelayForSteps };
aQueueElement.mfAngularVelocity = fAngularVelocity;
- maShapeUpdateQueue.push(aQueueElement);
+ maShapeParallelUpdateQueue.push(aQueueElement);
}
void box2DWorld::queueShapeVisibilityUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const bool bVisibility)
{
- Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_VISIBILITY };
+ Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_VISIBILITY };
aQueueElement.mbVisibility = bVisibility;
- maShapeUpdateQueue.push(aQueueElement);
+ maShapeParallelUpdateQueue.push(aQueueElement);
+}
+
+void box2DWorld::queueShapePathAnimationUpdate(
+ const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
+ const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer)
+{
+ // 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);
}
void box2DWorld::queueShapeAnimationUpdate(
@@ -424,20 +472,30 @@ void box2DWorld::queueShapeAnimationUpdate(
const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer,
const slideshow::internal::AttributeType eAttrType)
{
- switch (eAttrType)
+ if (mbHasWorldStepper) // if there's a physics animation going on
{
- case slideshow::internal::AttributeType::Visibility:
- queueShapeVisibilityUpdate(xShape, pAttrLayer->getVisibility());
- return;
- case slideshow::internal::AttributeType::Rotate:
- queueRotationUpdate(xShape, pAttrLayer->getRotationAngle());
- return;
- case slideshow::internal::AttributeType::PosX:
- case slideshow::internal::AttributeType::PosY:
- queuePositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
- return;
- default:
- return;
+ 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:
+ queueDynamicPositionUpdate(xShape,
+ { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
+ return;
+ default:
+ return;
+ }
+ }
+ else
+ {
+ maShapeSequentialUpdate[xShape] = { { pAttrLayer->getPosX(), pAttrLayer->getPosY() },
+ pAttrLayer->getRotationAngle(),
+ pAttrLayer->getVisibility() };
}
}
@@ -448,11 +506,11 @@ void box2DWorld::queueShapeAnimationEndUpdate(
switch (eAttrType)
{
case slideshow::internal::AttributeType::Rotate:
- queueAngularVelocityUpdate(xShape, 0.0f);
+ queueAngularVelocityUpdate(xShape, 0.0, 1);
return;
case slideshow::internal::AttributeType::PosX:
case slideshow::internal::AttributeType::PosY:
- queueLinearVelocityUpdate(xShape, { 0, 0 });
+ queueLinearVelocityUpdate(xShape, { 0, 0 }, 1);
return;
default:
return;
@@ -617,6 +675,12 @@ box2DBody::box2DBody(std::shared_ptr<b2Body> pBox2DBody, double fScaleFactor)
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)
{
@@ -675,6 +739,11 @@ double box2DBody::getAngle()
return ::basegfx::rad2deg(-fAngle);
}
+void box2DBody::setAngle(double fAngle)
+{
+ mpBox2DBody->SetTransform(mpBox2DBody->GetPosition(), ::basegfx::deg2rad(-fAngle));
+}
+
void box2DBody::setType(box2DBodyType eType)
{
mpBox2DBody->SetType(getBox2DInternalBodyType(eType));
diff --git a/slideshow/source/inc/box2dtools.hxx b/slideshow/source/inc/box2dtools.hxx
index 7f01f09eb607..41dd721de597 100644
--- a/slideshow/source/inc/box2dtools.hxx
+++ b/slideshow/source/inc/box2dtools.hxx
@@ -50,7 +50,7 @@ enum box2DNonsimulatedShapeUpdateType
/// Holds required information to perform an update to box2d
/// body of a shape that was altered by an animation effect
-struct Box2DShapeUpdateInformation
+struct Box2DDynamicUpdateInformation
{
css::uno::Reference<css::drawing::XShape> mxShape;
union {
@@ -64,6 +64,13 @@ struct Box2DShapeUpdateInformation
int mnDelayForSteps = 0;
};
+struct Box2DStaticUpdateInformation
+{
+ ::basegfx::B2DPoint maPosition;
+ double mfAngle;
+ bool mbVisibility;
+};
+
/** Class that manages the Box2D World
This class is used when there's a simulated animation going on,
@@ -78,15 +85,24 @@ private:
/// 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
bool mbHasWorldStepper;
std::unordered_map<css::uno::Reference<css::drawing::XShape>, Box2DBodySharedPtr>
mpXShapeToBodyMap;
/// Holds any information needed to keep LO animations and Box2D world in sync
- std::queue<Box2DShapeUpdateInformation> maShapeUpdateQueue;
+ /// if they are ongoing on parallel
+ std::queue<Box2DDynamicUpdateInformation> maShapeParallelUpdateQueue;
+ /// Holds necessary information if a shape was altered by an animation update
+ /// while there was no Physics animation going on in parallel
+ std::unordered_map<css::uno::Reference<css::drawing::XShape>, Box2DStaticUpdateInformation>
+ maShapeSequentialUpdate;
/// Creates a static frame in Box2D world that corresponds to the slide borders
void createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlideSize);
+ 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
@@ -108,6 +124,8 @@ private:
void setShapeLinearVelocity(const css::uno::Reference<com::sun::star::drawing::XShape> xShape,
const basegfx::B2DVector& rVelocity);
+ 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
@@ -157,14 +175,15 @@ private:
const int nPositionIterations = 2);
/// Queue a rotation update on the next step of the box2DWorld for the corresponding body
- void queueRotationUpdate(const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
- const double fAngle);
+ 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
void
queueAngularVelocityUpdate(const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
- const double fAngularVelocity);
+ 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
@@ -244,19 +263,24 @@ public:
void setHasWorldStepper(const bool bHasWorldStepper);
/// Queue a position update the next step of the box2DWorld for the corresponding body
- void queuePositionUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
- const ::basegfx::B2DPoint& rOutPos);
+ 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
void queueLinearVelocityUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
- const ::basegfx::B2DVector& rVelocity);
+ const ::basegfx::B2DVector& rVelocity,
+ const int nDelayForSteps = 0);
void
queueShapeAnimationUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer,
const slideshow::internal::AttributeType eAttrType);
+ void queueShapePathAnimationUpdate(
+ const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
+ const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer);
+
void queueShapeAnimationEndUpdate(const css::uno::Reference<css::drawing::XShape>& xShape,
const slideshow::internal::AttributeType eAttrType);
};
@@ -276,6 +300,8 @@ public:
/// @return current position in LO user space coordinates
::basegfx::B2DPoint getPosition();
+ void setPosition(const ::basegfx::B2DPoint& rPos);
+
/** Sets body to specified position
Sets body to specified position as if the body had
@@ -315,6 +341,8 @@ public:
/// @return current angle of rotation of the body
double getAngle();
+ void setAngle(double fAngle);
+
/// Set type of the body
void setType(box2DBodyType eType);
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