make physics animations handle sequential animations correctly

fixes a bug where if there is a sequence of animations between
two physics animations that change the position, rotation or visibility
of a shape - changes are not picked up by the latter physics animation.

Change-Id: Ie8bb8b32588f4c7bf16317b5229adc5b0334d192
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/100715
Reviewed-by: Thorsten Behrens <Thorsten.Behrens@CIB.de>
Tested-by: Jenkins
This commit is contained in:
Sarper Akdemir
2020-08-21 16:32:14 +02:00
committed by Thorsten Behrens
parent 76f3218b32
commit b240db9210
3 changed files with 175 additions and 43 deletions
+3 -1
View File
@@ -323,7 +323,9 @@ namespace slideshow::internal
{
mpShapeManager->notifyShapeUpdate( mpShape );
if ( mpBox2DWorld->isInitialized() )
mpBox2DWorld->queueDynamicPositionUpdate( mpShape->getXShape(), rOutPos );
{
mpBox2DWorld->queueShapePathAnimationUpdate( mpShape->getXShape(), mpAttrLayer );
}
}
return true;
+141 -40
View File
@@ -206,6 +206,7 @@ box2DWorld::box2DWorld(const ::basegfx::B2DVector& rSlideSize)
, mbHasWorldStepper(false)
, mpXShapeToBodyMap()
, maShapeParallelUpdateQueue()
, maShapeSequentialUpdate()
{
}
@@ -255,6 +256,13 @@ 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)
@@ -276,6 +284,13 @@ 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)
@@ -307,41 +322,75 @@ void box2DWorld::setShapeCollision(
void box2DWorld::processUpdateQueue(const double fPassedTime)
{
while (!maShapeParallelUpdateQueue.empty())
if (maShapeSequentialUpdate.empty())
{
Box2DDynamicUpdateInformation& aQueueElement = maShapeParallelUpdateQueue.front();
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--;
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:
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();
}
}
else
}
else
{
// clear the Parallel Update Queue since the updates in it
// are not relevant now - if there's any
maShapeParallelUpdateQueue = {};
for (auto& aIt : maShapeSequentialUpdate)
{
switch (aQueueElement.meUpdateType)
const css::uno::Reference<css::drawing::XShape>& xShape = aIt.first.first;
const box2DNonsimulatedShapeUpdateType eUpdateType = aIt.first.second;
const Box2DStaticUpdateInformation& rUpdateInformation = aIt.second;
switch (eUpdateType)
{
default:
case BOX2D_UPDATE_POSITION:
setShapePositionByLinearVelocity(aQueueElement.mxShape,
aQueueElement.maPosition, fPassedTime);
setShapePosition(xShape, rUpdateInformation.maPosition);
break;
case BOX2D_UPDATE_ANGLE:
setShapeAngleByAngularVelocity(aQueueElement.mxShape, aQueueElement.mfAngle,
fPassedTime);
break;
case BOX2D_UPDATE_SIZE:
setShapeAngle(xShape, rUpdateInformation.mfAngle);
break;
case BOX2D_UPDATE_VISIBILITY:
setShapeCollision(aQueueElement.mxShape, aQueueElement.mbVisibility);
setShapeCollision(xShape, rUpdateInformation.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();
}
// After applying all required updates empty map
maShapeSequentialUpdate.clear();
}
}
@@ -389,9 +438,10 @@ void box2DWorld::queueDynamicPositionUpdate(
void box2DWorld::queueLinearVelocityUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const basegfx::B2DVector& rVelocity)
const basegfx::B2DVector& rVelocity, const int nDelayForSteps)
{
Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, 1 };
Box2DDynamicUpdateInformation aQueueElement
= { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, nDelayForSteps };
aQueueElement.maVelocity = rVelocity;
maShapeParallelUpdateQueue.push(aQueueElement);
}
@@ -406,9 +456,10 @@ void box2DWorld::queueDynamicRotationUpdate(
void box2DWorld::queueAngularVelocityUpdate(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
const double fAngularVelocity)
const double fAngularVelocity, const int nDelayForSteps)
{
Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, 1 };
Box2DDynamicUpdateInformation aQueueElement
= { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, nDelayForSteps };
aQueueElement.mfAngularVelocity = fAngularVelocity;
maShapeParallelUpdateQueue.push(aQueueElement);
}
@@ -421,25 +472,64 @@ void box2DWorld::queueShapeVisibilityUpdate(
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(
const css::uno::Reference<com::sun::star::drawing::XShape>& xShape,
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:
queueDynamicRotationUpdate(xShape, pAttrLayer->getRotationAngle());
return;
case slideshow::internal::AttributeType::PosX:
case slideshow::internal::AttributeType::PosY:
queueDynamicPositionUpdate(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
{
Box2DStaticUpdateInformation aStaticUpdateInformation;
switch (eAttrType)
{
case slideshow::internal::AttributeType::Visibility:
aStaticUpdateInformation.mbVisibility = pAttrLayer->getVisibility();
maShapeSequentialUpdate[std::make_pair(xShape, BOX2D_UPDATE_VISIBILITY)]
= aStaticUpdateInformation;
return;
case slideshow::internal::AttributeType::Rotate:
aStaticUpdateInformation.mfAngle = pAttrLayer->getRotationAngle();
maShapeSequentialUpdate[std::make_pair(xShape, BOX2D_UPDATE_ANGLE)]
= aStaticUpdateInformation;
return;
case slideshow::internal::AttributeType::PosX:
case slideshow::internal::AttributeType::PosY:
aStaticUpdateInformation.maPosition
= basegfx::B2DPoint(pAttrLayer->getPosX(), pAttrLayer->getPosY());
maShapeSequentialUpdate[std::make_pair(xShape, BOX2D_UPDATE_POSITION)]
= aStaticUpdateInformation;
return;
default:
return;
}
}
}
@@ -450,11 +540,11 @@ 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 +707,12 @@ 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 +771,11 @@ double box2DBody::getAngle()
return ::basegfx::rad2deg(-fAngle);
}
void box2DBody::setAngle(const double fAngle)
{
mpBox2DBody->SetTransform(mpBox2DBody->GetPosition(), ::basegfx::deg2rad(-fAngle));
}
void box2DBody::setType(box2DBodyType eType)
{
mpBox2DBody->SetType(getBox2DInternalBodyType(eType));
+31 -2
View File
@@ -12,6 +12,7 @@
#include "shape.hxx"
#include "shapeattributelayer.hxx"
#include "attributemap.hxx"
#include <map>
#include <unordered_map>
#include <queue>
@@ -64,6 +65,13 @@ struct Box2DDynamicUpdateInformation
int mnDelayForSteps = 0;
};
union Box2DStaticUpdateInformation {
::basegfx::B2DPoint maPosition;
bool mbVisibility;
double mfAngle;
Box2DStaticUpdateInformation() {}
};
/** Class that manages the Box2D World
This class is used when there's a simulated animation going on,
@@ -78,15 +86,25 @@ 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
/// if they are going in parallel
std::queue<Box2DDynamicUpdateInformation> maShapeParallelUpdateQueue;
/// Holds necessary information to update a shape's body that was altered by an
/// animation effect while there was no Physics Animation going in parallel
std::map<std::pair<css::uno::Reference<css::drawing::XShape>, box2DNonsimulatedShapeUpdateType>,
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 +126,8 @@ 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
@@ -165,7 +185,7 @@ private:
/// 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
@@ -233,13 +253,18 @@ public:
/// 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);
};
@@ -259,6 +284,8 @@ 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
@@ -298,6 +325,8 @@ public:
/// @return current angle of rotation of the body
double getAngle();
void setAngle(const double fAngle);
/// Set type of the body
void setType(box2DBodyType eType);