/* -*- 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/.
*/
/// Holds required information to perform an update to box2d /// 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;
::basegfx::B2DVector maVelocity; double mfAngle; double mfAngularVelocity; 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 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
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 PhysicsAnimation that /// is stepping the Box2D World. Used to create a lock mechanism bool mbHasWorldStepper; /// Flag used to stop overstepping that occurs when a physics /// animation effect transfers step-lock to another one. bool mbAlreadyStepped; /// Number of Physics Animations going on int mnPhysicsAnimationCounter;
std::unordered_map<css::uno::Reference<css::drawing::XShape>, Box2DBodySharedPtr>
mpXShapeToBodyMap;
/** 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);
/** 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
@param rOutPos Position in LO user space coordinates
@param fPassedTime Time frame which the Box2D body should move to the specified position.
*/ void setShapePositionByLinearVelocity(const css::uno::Reference<css::drawing::XShape>& xShape, const ::basegfx::B2DPoint& rOutPos, constdouble fPassedTime);
/** 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<css::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<css::drawing::XShape>& xShape, constdouble fAngle);
/** 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 Angle of rotation in degrees.
@param fPassedTime Time frame which the Box2D body should rotate to the specified angle.
*/ void setShapeAngleByAngularVelocity(const css::uno::Reference<css::drawing::XShape>& xShape, constdouble fAngle, constdouble fPassedTime);
/** 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<css::drawing::XShape>& xShape, constdouble fAngularVelocity);
/** 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.
@param xShape Shape reference
@param bCanCollide true if collisions should be enabled for the corresponding Box2D body of this shape and false if it should be disabled.
*/ void setShapeCollision(const css::uno::Reference<css::drawing::XShape>& xShape, constbool bCanCollide);
/** Process the updates queued in the maShapeParallelUpdateQueue
Called on each step of the box2DWorld.
@param fPassedTime Time frame to process the updates accordingly (needed for proper simulations)
*/ void processUpdateQueue(constdouble fPassedTime);
/// 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<css::drawing::XShape>& xShape, constdouble fAngle);
/// 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<css::drawing::XShape>& xShape, constdouble fAngularVelocity, constint nDelayForSteps);
/// 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, constbool bVisibility);
/** Simulate and step through a given amount of time in the Box2D World
@param fPassedTime Amount of time to step through
@return Amount of time actually stepped through, since it is possible to only step through a multiple of fTimeStep
*/ double stepAmount(constdouble fPassedTime);
/// @return whether shapes in the slide are initialized as Box2D bodies or not bool shapesInitialized(); /// @return whether the Box2D World is initialized or not bool isInitialized() const;
/** Make the shape's corresponding box2D body a dynamic one.
A dynamic body will be affected by other bodies and the gravity.
@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.
/** Create a static body that is represented by the shape's geometry
@return pointer to the box2d body
*/
Box2DBodySharedPtr createStaticBody(const slideshow::internal::ShapeSharedPtr& rShape);
/// Initiate all the shapes in the current slide in the box2DWorld as static ones void initiateAllShapesAsStaticBodies( const slideshow::internal::ShapeManagerSharedPtr& pShapeManager);
/// @return whether the box2DWorld has a stepper or not bool hasWorldStepper() const;
/// Set the flag for whether the box2DWorld has a stepper or not void setHasWorldStepper(constbool bHasWorldStepper);
/// 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 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, constint nDelayForSteps);
/// Queue an appropriate 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, constbool bIsFirstUpdate);
/// Queue an appropriate update for a path animation that is in parallel with a physics animation void queueShapePathAnimationUpdate( const css::uno::Reference<css::drawing::XShape>& xShape, const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer, constbool bIsFirstUpdate);
/// Queue an appropriate 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);
};
/// Class that manages a single box2D Body class box2DBody
{ private: /// Pointer to the body that this class manages
std::shared_ptr<b2Body> mpBox2DBody; /// Scale factor for conversions between LO user space coordinates to Box2D World coordinates double mfScaleFactor;
/// @return current position in LO user space coordinates
::basegfx::B2DPoint getPosition() const;
/** Set the position of box2d body
@param rPos Position in LO user space coordinates
*/ void setPosition(const ::basegfx::B2DPoint& rPos);
/** Moves body to the specified position
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
@param fPassedTime Amount of time for the movement to take place
*/ void setPositionByLinearVelocity(const ::basegfx::B2DPoint& rDesiredPos, constdouble fPassedTime);
/** Sets linear velocity of the body
@param rVelocity Velocity vector in LO user space coordinates
*/ void setLinearVelocity(const ::basegfx::B2DVector& rVelocity);
/** Rotate body to specified angle of rotation
Rotates body to specified rotation as if the body had angular velocity to reach that state in given time frame
@param fDesiredAngle Rotation angle in degrees to arrive in the time frame
@param fPassedTime Amount of time for the movement to take place
*/ void setAngleByAngularVelocity(constdouble fDesiredAngle, constdouble fPassedTime);
/** Sets angular velocity of the body
@param fAngularVelocity Angular velocity in degrees per second
*/ void setAngularVelocity(constdouble fAngularVelocity);
/// Sets whether the body have collisions or not void setCollision(constbool bCanCollide);
/// @return current angle of rotation of the body double getAngle() const;
/** Set angle of the box2d body
@param fAngle Angle in degrees
*/ void setAngle(constdouble 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(constdouble fDensity, constdouble fRestitution);
/** Set restitution of the box2d body
@param fRestitution Restitution (elasticity) coefficient, usually in the range [0,1]
*/ void setRestitution(constdouble fRestitution);
/// Set type of the body void setType(box2DBodyType eType);
/// @return type of the body
box2DBodyType getType() const;
};
/** Make the Box2D body a dynamic one
A dynamic body will be affected by other bodies and the gravity.
@param pBox2DBody Pointer to the Box2D body
*/
Box2DBodySharedPtr makeBodyDynamic(const Box2DBodySharedPtr& pBox2DBody);
/** Make the Box2D body a static one
A static body will not be affected by other bodies and the gravity.
@param pBox2DBody Pointer to the Box2D body
*/
Box2DBodySharedPtr makeBodyStatic(const Box2DBodySharedPtr& pBox2DBody);
}
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