box2dtools renaming some for clarity

Change-Id: Idd872213ee3140e82fbd6e8e8bd1ebff78dfdc18
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/101132
Tested-by: Jenkins
Reviewed-by: Thorsten Behrens <Thorsten.Behrens@CIB.de>
This commit is contained in:
Sarper Akdemir
2020-08-21 13:05:51 +02:00
committed by Thorsten Behrens
parent b33413cc4c
commit 7de41aa023
3 changed files with 26 additions and 25 deletions
+1 -1
View File
@@ -323,7 +323,7 @@ namespace slideshow::internal
{
mpShapeManager->notifyShapeUpdate( mpShape );
if ( mpBox2DWorld->isInitialized() )
mpBox2DWorld->queuePositionUpdate( mpShape->getXShape(), rOutPos );
mpBox2DWorld->queueDynamicPositionUpdate( mpShape->getXShape(), rOutPos );
}
return true;
+18 -18
View File
@@ -205,7 +205,7 @@ box2DWorld::box2DWorld(const ::basegfx::B2DVector& rSlideSize)
, mbShapesInitialized(false)
, mbHasWorldStepper(false)
, mpXShapeToBodyMap()
, maShapeUpdateQueue()
, maShapeParallelUpdateQueue()
{
}
@@ -307,9 +307,9 @@ void box2DWorld::setShapeCollision(
void box2DWorld::processUpdateQueue(const double fPassedTime)
{
while (!maShapeUpdateQueue.empty())
while (!maShapeParallelUpdateQueue.empty())
{
Box2DShapeUpdateInformation& aQueueElement = maShapeUpdateQueue.front();
Box2DDynamicUpdateInformation& aQueueElement = maShapeParallelUpdateQueue.front();
if (aQueueElement.mnDelayForSteps > 0)
{
@@ -340,7 +340,7 @@ void box2DWorld::processUpdateQueue(const double fPassedTime)
case BOX2D_UPDATE_ANGULAR_VELOCITY:
setShapeAngularVelocity(aQueueElement.mxShape, aQueueElement.mfAngularVelocity);
}
maShapeUpdateQueue.pop();
maShapeParallelUpdateQueue.pop();
}
}
}
@@ -378,47 +378,47 @@ 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)
{
Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, 1 };
Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, 1 };
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)
{
Box2DShapeUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, 1 };
Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, 1 };
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::queueShapeAnimationUpdate(
@@ -432,11 +432,11 @@ void box2DWorld::queueShapeAnimationUpdate(
queueShapeVisibilityUpdate(xShape, pAttrLayer->getVisibility());
return;
case slideshow::internal::AttributeType::Rotate:
queueRotationUpdate(xShape, pAttrLayer->getRotationAngle());
queueDynamicRotationUpdate(xShape, pAttrLayer->getRotationAngle());
return;
case slideshow::internal::AttributeType::PosX:
case slideshow::internal::AttributeType::PosY:
queuePositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
queueDynamicPositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() });
return;
default:
return;
+7 -6
View File
@@ -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 {
@@ -82,7 +82,7 @@ private:
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;
std::queue<Box2DDynamicUpdateInformation> maShapeParallelUpdateQueue;
/// Creates a static frame in Box2D world that corresponds to the slide borders
void createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlideSize);
@@ -157,8 +157,9 @@ 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
@@ -226,8 +227,8 @@ 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