It was introduced in commitcfd7bf7f6e(INTEGRATION: CWS presfixes12 (1.1.2); FILE ADDED, 2007-07-17); and back then, it was guarded by VERBOSE define. The VERBOSE condition was replaced by OSL_DEBUG_LEVEL >= 2 condition later in commit912e36e911(Remove VERBOSE part 3, 2012-04-10); and then, it was completely dropped in commite5ec630414(stop inclduing canvas/verbosetraces.hxx and canvas/debug.hxx, 2015-08-11). But this code is definitely harmful by default, when an unaware developer (like myself) tries to debug an animation problem, and suddenly sees a very different problem in the debug build (the shift and transparency of objects), which obviously is a new regression in master, but it can't be bisected using bibisect repos, which makes you to question your sanity, until you realize that it must be some debug-only feature. Thorsten wrote on IRC: > the semi-transparency & shifting is needed for actually noticing > what's behind (shapes get moved to sprites, then erased from the > static canvas, then moved around) > so I believe it's useful debugging tools, but of course should not > randomly enable for normal dev builds So use environment variable to control this behavior-changing code. Change-Id: I493cdde26c95fdde4a5d542a0bdad8e329fdfda8 Reviewed-on: https://gerrit.libreoffice.org/c/core/+/173965 Reviewed-by: Mike Kaganski <mike.kaganski@collabora.com> Tested-by: Jenkins
Impress Slideshow Engine
3D Transitions
The 3D transitions are slideshow transition engine using OpenGL and
are located in slideshow/source/engine/OGLTrans/. They were initially
written by GSOC student Shane.M.Mathews. Radek has later polished the
code a bit, added few new 3D transitions, added infrastructure for
vertex and fragment shaders. Wrote few transitions with fragment shader
too.
Physics Animation Effects
Physics animation effects are simulated by external 2d physics engine
library Box2D. They don't directly call Box2D functions but instead
use the wrapper in:
slideshow/source/inc/box2dtools.hxxslideshow/source/engine/box2dtools.cxx
The wrapper has two corresponding classes to manage the Box2D world
and Box2D bodies.
When a physics animation starts, a Box2DWorld is initiated and
populated with every shape that is part of the foreground (which are
shapes that do not belong to the master slide and not a background
shape).
After creation until the end of the slide (not the whole slideshow)
the Box2D World isn't destroyed and reused. But the bodies that
represent the shapes in the slide get destroyed when there's a point
in time that there's no physics animation in progress. And recreated
when another physics animation starts.
If there are multiple physics animations in parallel only one of them takes the role of stepping through the simulation.
If there are other animation effects that go in parallel which change
the shape position, rotation, or visibility - they also report the
change to Box2DWorld. These updates are collected in a queue in
Box2DWorld and processed before stepping through the simulation.
To achieve convincing results these updates are performed by setting
the Box2D body's linear velocity or angular velocity instead of
setting directly it's position or rotation.