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-rw-r--r-- | slideshow/source/engine/box2dtools.cxx | 893 |
1 files changed, 893 insertions, 0 deletions
diff --git a/slideshow/source/engine/box2dtools.cxx b/slideshow/source/engine/box2dtools.cxx new file mode 100644 index 000000000..c6009afa6 --- /dev/null +++ b/slideshow/source/engine/box2dtools.cxx @@ -0,0 +1,893 @@ +/* -*- 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/. + */ + +#include <box2dtools.hxx> +#include <config_box2d.h> +#include BOX2D_HEADER + +#include <shapemanager.hxx> +#include <attributableshape.hxx> +#include <basegfx/polygon/b2dpolypolygontools.hxx> +#include <basegfx/polygon/b2dpolygontools.hxx> +#include <basegfx/polygon/b2dpolygontriangulator.hxx> + +#include <svx/svdobj.hxx> +#include <svx/svdoashp.hxx> +#include <svx/svdpage.hxx> + +#include <svx/unoapi.hxx> + +#define BOX2D_SLIDE_SIZE_IN_METERS 100.00f +constexpr double fDefaultStaticBodyBounciness(0.1); + +namespace box2d::utils +{ +namespace +{ +double calculateScaleFactor(const ::basegfx::B2DVector& rSlideSize) +{ + double fWidth = rSlideSize.getX(); + double fHeight = rSlideSize.getY(); + + // Scale factor is based on whatever is the larger + // value between slide width and height + if (fWidth > fHeight) + return BOX2D_SLIDE_SIZE_IN_METERS / fWidth; + else + return BOX2D_SLIDE_SIZE_IN_METERS / fHeight; +} + +b2BodyType getBox2DInternalBodyType(const box2DBodyType eType) +{ + switch (eType) + { + default: + case BOX2D_STATIC_BODY: + return b2_staticBody; + case BOX2D_KINEMATIC_BODY: + return b2_kinematicBody; + case BOX2D_DYNAMIC_BODY: + return b2_dynamicBody; + } +} + +box2DBodyType getBox2DLOBodyType(const b2BodyType eType) +{ + switch (eType) + { + default: + case b2_staticBody: + return BOX2D_STATIC_BODY; + case b2_kinematicBody: + return BOX2D_KINEMATIC_BODY; + case b2_dynamicBody: + return BOX2D_DYNAMIC_BODY; + } +} + +b2Vec2 convertB2DPointToBox2DVec2(const basegfx::B2DPoint& aPoint, const double fScaleFactor) +{ + return { static_cast<float>(aPoint.getX() * fScaleFactor), + static_cast<float>(aPoint.getY() * -fScaleFactor) }; +} + +// expects rTriangleVector to have coordinates relative to the shape's bounding box center +void addTriangleVectorToBody(const basegfx::triangulator::B2DTriangleVector& rTriangleVector, + b2Body* aBody, const float fDensity, const float fFriction, + const float fRestitution, const double fScaleFactor) +{ + for (const basegfx::triangulator::B2DTriangle& aTriangle : rTriangleVector) + { + b2FixtureDef aFixture; + b2PolygonShape aPolygonShape; + b2Vec2 aTriangleVertices[3] + = { convertB2DPointToBox2DVec2(aTriangle.getA(), fScaleFactor), + convertB2DPointToBox2DVec2(aTriangle.getB(), fScaleFactor), + convertB2DPointToBox2DVec2(aTriangle.getC(), fScaleFactor) }; + + bool bValidPointDistance = true; + + // check whether the triangle has degenerately close points + for (int nPointIndexA = 0; nPointIndexA < 3; nPointIndexA++) + { + for (int nPointIndexB = 0; nPointIndexB < 3; nPointIndexB++) + { + if (nPointIndexA == nPointIndexB) + continue; + + if (b2DistanceSquared(aTriangleVertices[nPointIndexA], + aTriangleVertices[nPointIndexB]) + < 0.003f) + { + bValidPointDistance = false; + } + } + } + + if (bValidPointDistance) + { + // create a fixture that represents the triangle + aPolygonShape.Set(aTriangleVertices, 3); + aFixture.shape = &aPolygonShape; + aFixture.density = fDensity; + aFixture.friction = fFriction; + aFixture.restitution = fRestitution; + aBody->CreateFixture(&aFixture); + } + } +} + +// expects rPolygon to have coordinates relative to it's center +void addEdgeShapeToBody(const basegfx::B2DPolygon& rPolygon, b2Body* aBody, const float fDensity, + const float fFriction, const float fRestitution, const double fScaleFactor) +{ + // make sure there's no bezier curves on the polygon + assert(!rPolygon.areControlPointsUsed()); + basegfx::B2DPolygon aPolygon = basegfx::utils::removeNeutralPoints(rPolygon); + + // value that somewhat defines half width of the quadrilateral + // that will be representing edge segment in the box2d world + const float fHalfWidth = 0.1f; + bool bHasPreviousQuadrilateralEdge = false; + b2Vec2 aQuadrilateralVertices[4]; + + for (sal_uInt32 nIndex = 0; nIndex < aPolygon.count(); nIndex++) + { + b2FixtureDef aFixture; + b2PolygonShape aPolygonShape; + + basegfx::B2DPoint aPointA; + basegfx::B2DPoint aPointB; + if (nIndex != 0) + { + // get two adjacent points to create an edge out of + aPointA = aPolygon.getB2DPoint(nIndex - 1); + aPointB = aPolygon.getB2DPoint(nIndex); + } + else if (aPolygon.isClosed()) + { + // start by connecting the last point to the first one + aPointA = aPolygon.getB2DPoint(aPolygon.count() - 1); + aPointB = aPolygon.getB2DPoint(nIndex); + } + else // the polygon isn't closed, won't connect last and first points + { + continue; + } + + // create a vector that represents the direction of the edge + // and make it a unit vector + b2Vec2 aEdgeUnitVec(convertB2DPointToBox2DVec2(aPointB, fScaleFactor) + - convertB2DPointToBox2DVec2(aPointA, fScaleFactor)); + aEdgeUnitVec.Normalize(); + + // create a unit vector that represents Normal of the edge + b2Vec2 aEdgeNormal(-aEdgeUnitVec.y, aEdgeUnitVec.x); + + // if there was an edge previously created it should just connect + // using it's ending points so that there are no empty spots + // between edge segments, if not use wherever aPointA is at + if (!bHasPreviousQuadrilateralEdge) + { + // the point is translated along the edge normal both directions by + // fHalfWidth to create a quadrilateral edge + aQuadrilateralVertices[0] + = convertB2DPointToBox2DVec2(aPointA, fScaleFactor) + fHalfWidth * aEdgeNormal; + aQuadrilateralVertices[1] + = convertB2DPointToBox2DVec2(aPointA, fScaleFactor) + -fHalfWidth * aEdgeNormal; + bHasPreviousQuadrilateralEdge = true; + } + aQuadrilateralVertices[2] + = convertB2DPointToBox2DVec2(aPointB, fScaleFactor) + fHalfWidth * aEdgeNormal; + aQuadrilateralVertices[3] + = convertB2DPointToBox2DVec2(aPointB, fScaleFactor) + -fHalfWidth * aEdgeNormal; + + // check whether the edge would have degenerately close points + bool bValidPointDistance + = b2DistanceSquared(aQuadrilateralVertices[0], aQuadrilateralVertices[2]) > 0.003f; + + if (bValidPointDistance) + { + // create a quadrilateral shaped fixture to represent the edge + aPolygonShape.Set(aQuadrilateralVertices, 4); + aFixture.shape = &aPolygonShape; + aFixture.density = fDensity; + aFixture.friction = fFriction; + aFixture.restitution = fRestitution; + aBody->CreateFixture(&aFixture); + + // prepare the quadrilateral edge for next connection + aQuadrilateralVertices[0] = aQuadrilateralVertices[2]; + aQuadrilateralVertices[1] = aQuadrilateralVertices[3]; + } + } +} + +void addEdgeShapeToBody(const basegfx::B2DPolyPolygon& rPolyPolygon, b2Body* aBody, + const float fDensity, const float fFriction, const float fRestitution, + const double fScaleFactor) +{ + for (const basegfx::B2DPolygon& rPolygon : rPolyPolygon) + { + addEdgeShapeToBody(rPolygon, aBody, fDensity, fFriction, fRestitution, fScaleFactor); + } +} +} + +box2DWorld::box2DWorld(const ::basegfx::B2DVector& rSlideSize) + : mpBox2DWorld() + , mfScaleFactor(calculateScaleFactor(rSlideSize)) + , mbShapesInitialized(false) + , mbHasWorldStepper(false) + , mbAlreadyStepped(false) + , mnPhysicsAnimationCounter(0) + , mpXShapeToBodyMap() + , maShapeParallelUpdateQueue() +{ +} + +box2DWorld::~box2DWorld() = default; + +bool box2DWorld::initiateWorld(const ::basegfx::B2DVector& rSlideSize) +{ + if (!mpBox2DWorld) + { + mpBox2DWorld = std::make_unique<b2World>(b2Vec2(0.0f, -30.0f)); + createStaticFrameAroundSlide(rSlideSize); + return false; + } + else + { + return true; + } +} + +void box2DWorld::createStaticFrameAroundSlide(const ::basegfx::B2DVector& rSlideSize) +{ + assert(mpBox2DWorld); + + float fWidth = static_cast<float>(rSlideSize.getX() * mfScaleFactor); + float fHeight = static_cast<float>(rSlideSize.getY() * mfScaleFactor); + + // static body for creating the frame around the slide + b2BodyDef aBodyDef; + aBodyDef.type = b2_staticBody; + aBodyDef.position.Set(0, 0); + + // not going to be stored anywhere, will live + // as long as the Box2DWorld does + b2Body* pStaticBody = mpBox2DWorld->CreateBody(&aBodyDef); + + // create an edge loop that represents slide frame + b2Vec2 aEdgePoints[4]; + aEdgePoints[0].Set(0, 0); + aEdgePoints[1].Set(0, -fHeight); + aEdgePoints[2].Set(fWidth, -fHeight); + aEdgePoints[3].Set(fWidth, 0); + + b2ChainShape aEdgesChainShape; + aEdgesChainShape.CreateLoop(aEdgePoints, 4); + + // create the fixture for the shape + b2FixtureDef aFixtureDef; + aFixtureDef.shape = &aEdgesChainShape; + 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) +{ + assert(mpBox2DWorld); + if (fPassedTime > 0) // this only makes sense if there was an advance in time + { + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + pBox2DBody->setPositionByLinearVelocity(rOutPos, fPassedTime); + } +} + +void box2DWorld::setShapeLinearVelocity( + const css::uno::Reference<com::sun::star::drawing::XShape> xShape, + const basegfx::B2DVector& rVelocity) +{ + assert(mpBox2DWorld); + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + 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) +{ + assert(mpBox2DWorld); + if (fPassedTime > 0) // this only makes sense if there was an advance in time + { + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + pBox2DBody->setAngleByAngularVelocity(fAngle, fPassedTime); + } +} + +void box2DWorld::setShapeAngularVelocity( + const css::uno::Reference<com::sun::star::drawing::XShape> xShape, + const double fAngularVelocity) +{ + assert(mpBox2DWorld); + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + pBox2DBody->setAngularVelocity(fAngularVelocity); +} + +void box2DWorld::setShapeCollision( + const css::uno::Reference<com::sun::star::drawing::XShape> xShape, bool bCanCollide) +{ + assert(mpBox2DWorld); + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + pBox2DBody->setCollision(bCanCollide); +} + +void box2DWorld::processUpdateQueue(const double fPassedTime) +{ + 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--; + } + else + { + switch (aQueueElement.meUpdateType) + { + default: + case BOX2D_UPDATE_POSITION_CHANGE: + setShapePositionByLinearVelocity(aQueueElement.mxShape, + aQueueElement.maPosition, fPassedTime); + break; + case BOX2D_UPDATE_POSITION: + setShapePosition(aQueueElement.mxShape, aQueueElement.maPosition); + 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(); + } + } +} + +void box2DWorld::initiateAllShapesAsStaticBodies( + const slideshow::internal::ShapeManagerSharedPtr& pShapeManager) +{ + assert(mpBox2DWorld); + + mbShapesInitialized = true; + auto aXShapeToShapeMap = pShapeManager->getXShapeToShapeMap(); + + std::unordered_map<css::uno::Reference<css::drawing::XShape>, bool> aXShapeBelongsToAGroup; + + // iterate over the shapes in the current slide and flag them if they belong to a group + // will flag the only ones that are belong to a group since std::unordered_map operator[] + // defaults the value to false if the key doesn't have a corresponding value + for (auto aIt = aXShapeToShapeMap.begin(); aIt != aXShapeToShapeMap.end(); aIt++) + { + slideshow::internal::ShapeSharedPtr pShape = aIt->second; + if (pShape->isForeground()) + { + SdrObject* pTemp = SdrObject::getSdrObjectFromXShape(pShape->getXShape()); + if (pTemp && pTemp->IsGroupObject()) + { + // if it is a group object iterate over its children and flag them + SdrObjList* aObjList = pTemp->GetSubList(); + const size_t nObjCount(aObjList->GetObjCount()); + + for (size_t nObjIndex = 0; nObjIndex < nObjCount; ++nObjIndex) + { + SdrObject* pGroupMember(aObjList->GetObj(nObjIndex)); + aXShapeBelongsToAGroup.insert( + std::make_pair(GetXShapeForSdrObject(pGroupMember), true)); + } + } + } + } + + // iterate over shapes in the current slide + for (auto aIt = aXShapeToShapeMap.begin(); aIt != aXShapeToShapeMap.end(); aIt++) + { + slideshow::internal::ShapeSharedPtr pShape = aIt->second; + // only create static bodies for the shapes that do not belong to a group + // groups themselves will have one body that represents the whole shape + // collection + if (pShape->isForeground() && !aXShapeBelongsToAGroup[pShape->getXShape()]) + { + Box2DBodySharedPtr pBox2DBody = createStaticBody(pShape); + + mpXShapeToBodyMap.insert(std::make_pair(pShape->getXShape(), pBox2DBody)); + if (!pShape->isVisible()) + { + // if the shape isn't visible, queue an update for it + queueShapeVisibilityUpdate(pShape->getXShape(), false); + } + } + } +} + +bool box2DWorld::hasWorldStepper() const { return mbHasWorldStepper; } + +void box2DWorld::setHasWorldStepper(const bool bHasWorldStepper) +{ + mbHasWorldStepper = bHasWorldStepper; +} + +void box2DWorld::queueDynamicPositionUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const basegfx::B2DPoint& rOutPos) +{ + Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION_CHANGE }; + aQueueElement.maPosition = rOutPos; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueLinearVelocityUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const basegfx::B2DVector& rVelocity, const int nDelayForSteps) +{ + Box2DDynamicUpdateInformation aQueueElement + = { xShape, {}, BOX2D_UPDATE_LINEAR_VELOCITY, nDelayForSteps }; + aQueueElement.maVelocity = rVelocity; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueDynamicRotationUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const double fAngle) +{ + Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_ANGLE }; + aQueueElement.mfAngle = fAngle; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueAngularVelocityUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const double fAngularVelocity, const int nDelayForSteps) +{ + Box2DDynamicUpdateInformation aQueueElement + = { xShape, {}, BOX2D_UPDATE_ANGULAR_VELOCITY, nDelayForSteps }; + aQueueElement.mfAngularVelocity = fAngularVelocity; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueShapeVisibilityUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, const bool bVisibility) +{ + Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_VISIBILITY }; + aQueueElement.mbVisibility = bVisibility; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueShapePositionUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const basegfx::B2DPoint& rOutPos) +{ + Box2DDynamicUpdateInformation aQueueElement = { xShape, {}, BOX2D_UPDATE_POSITION }; + aQueueElement.maPosition = rOutPos; + maShapeParallelUpdateQueue.push(aQueueElement); +} + +void box2DWorld::queueShapePathAnimationUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer, const bool bIsFirstUpdate) +{ + // 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, + bIsFirstUpdate); +} + +void box2DWorld::queueShapeAnimationUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const slideshow::internal::ShapeAttributeLayerSharedPtr& pAttrLayer, + const slideshow::internal::AttributeType eAttrType, const bool bIsFirstUpdate) +{ + 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: + if (bIsFirstUpdate) // if it is the first update shape should _teleport_ to the position + queueShapePositionUpdate(xShape, { pAttrLayer->getPosX(), pAttrLayer->getPosY() }); + else + queueDynamicPositionUpdate(xShape, + { pAttrLayer->getPosX(), pAttrLayer->getPosY() }); + return; + default: + return; + } +} + +void box2DWorld::queueShapeAnimationEndUpdate( + const css::uno::Reference<com::sun::star::drawing::XShape>& xShape, + const slideshow::internal::AttributeType eAttrType) +{ + switch (eAttrType) + { + // end updates that change the velocity are delayed for a step + // since we do not want them to override the last position/angle + case slideshow::internal::AttributeType::Rotate: + queueAngularVelocityUpdate(xShape, 0.0, 1); + return; + case slideshow::internal::AttributeType::PosX: + case slideshow::internal::AttributeType::PosY: + queueLinearVelocityUpdate(xShape, { 0, 0 }, 1); + return; + default: + return; + } +} + +void box2DWorld::alertPhysicsAnimationEnd(const slideshow::internal::ShapeSharedPtr& pShape) +{ + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(pShape->getXShape())->second; + // since the animation ended make the body static + makeBodyStatic(pBox2DBody); + pBox2DBody->setRestitution(fDefaultStaticBodyBounciness); + if (--mnPhysicsAnimationCounter == 0) + { + // if there are no more physics animation effects going on clean up + maShapeParallelUpdateQueue = {}; + mbShapesInitialized = false; + // clearing the map will make the box2d bodies get + // destroyed if there's nothing else that owns them + mpXShapeToBodyMap.clear(); + } + else + { + // the physics animation that will take over the lock after this one + // shouldn't step the world for an update cycle - since it was already + // stepped. + mbAlreadyStepped = true; + } +} + +void box2DWorld::alertPhysicsAnimationStart( + const ::basegfx::B2DVector& rSlideSize, + const slideshow::internal::ShapeManagerSharedPtr& pShapeManager) +{ + if (!mpBox2DWorld) + initiateWorld(rSlideSize); + + if (!mbShapesInitialized) + initiateAllShapesAsStaticBodies(pShapeManager); + + mnPhysicsAnimationCounter++; +} + +void box2DWorld::step(const float fTimeStep, const int nVelocityIterations, + const int nPositionIterations) +{ + assert(mpBox2DWorld); + mpBox2DWorld->Step(fTimeStep, nVelocityIterations, nPositionIterations); +} + +double box2DWorld::stepAmount(const double fPassedTime, const float fTimeStep, + const int nVelocityIterations, const int nPositionIterations) +{ + assert(mpBox2DWorld); + + unsigned int nStepAmount = static_cast<unsigned int>(std::round(fPassedTime / fTimeStep)); + // find the actual time that will be stepped through so + // that the updates can be processed using that value + double fTimeSteppedThrough = fTimeStep * nStepAmount; + + // do the updates required to simulate other animation effects going in parallel + processUpdateQueue(fTimeSteppedThrough); + + if (!mbAlreadyStepped) + { + for (unsigned int nStepCounter = 0; nStepCounter < nStepAmount; nStepCounter++) + { + step(fTimeStep, nVelocityIterations, nPositionIterations); + } + } + else + { + // just got the step lock from another physics animation + // so skipping stepping the world for an update cycle + mbAlreadyStepped = false; + } + + return fTimeSteppedThrough; +} + +bool box2DWorld::shapesInitialized() { return mbShapesInitialized; } + +bool box2DWorld::isInitialized() const +{ + if (mpBox2DWorld) + return true; + else + return false; +} + +Box2DBodySharedPtr +box2DWorld::makeShapeDynamic(const css::uno::Reference<css::drawing::XShape>& xShape, + const basegfx::B2DVector& rStartVelocity, const double fDensity, + const double fBounciness) +{ + assert(mpBox2DWorld); + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(xShape)->second; + pBox2DBody->setDensityAndRestitution(fDensity, fBounciness); + queueLinearVelocityUpdate(xShape, rStartVelocity, 1); + return makeBodyDynamic(pBox2DBody); +} + +Box2DBodySharedPtr makeBodyDynamic(const Box2DBodySharedPtr& pBox2DBody) +{ + if (pBox2DBody->getType() != BOX2D_DYNAMIC_BODY) + { + pBox2DBody->setType(BOX2D_DYNAMIC_BODY); + } + return pBox2DBody; +} + +Box2DBodySharedPtr box2DWorld::makeShapeStatic(const slideshow::internal::ShapeSharedPtr& pShape) +{ + assert(mpBox2DWorld); + Box2DBodySharedPtr pBox2DBody = mpXShapeToBodyMap.find(pShape->getXShape())->second; + return makeBodyStatic(pBox2DBody); +} + +Box2DBodySharedPtr makeBodyStatic(const Box2DBodySharedPtr& pBox2DBody) +{ + if (pBox2DBody->getType() != BOX2D_STATIC_BODY) + { + pBox2DBody->setType(BOX2D_STATIC_BODY); + } + return pBox2DBody; +} + +Box2DBodySharedPtr box2DWorld::createStaticBody(const slideshow::internal::ShapeSharedPtr& rShape, + const float fDensity, const float fFriction) +{ + assert(mpBox2DWorld); + + ::basegfx::B2DRectangle aShapeBounds = rShape->getBounds(); + + b2BodyDef aBodyDef; + aBodyDef.type = b2_staticBody; + aBodyDef.position = convertB2DPointToBox2DVec2(aShapeBounds.getCenter(), mfScaleFactor); + + slideshow::internal::ShapeAttributeLayerSharedPtr pShapeAttributeLayer + = static_cast<slideshow::internal::AttributableShape*>(rShape.get()) + ->getTopmostAttributeLayer(); + if (pShapeAttributeLayer && pShapeAttributeLayer->isRotationAngleValid()) + { + // if the shape's rotation value was altered by another animation effect set it. + aBodyDef.angle = ::basegfx::deg2rad(-pShapeAttributeLayer->getRotationAngle()); + } + + // create a shared pointer with a destructor so that the body will be properly destroyed + std::shared_ptr<b2Body> pBody(mpBox2DWorld->CreateBody(&aBodyDef), [](b2Body* pB2Body) { + pB2Body->GetWorld()->DestroyBody(pB2Body); + }); + + SdrObject* pSdrObject = SdrObject::getSdrObjectFromXShape(rShape->getXShape()); + + rtl::OUString aShapeType = rShape->getXShape()->getShapeType(); + + basegfx::B2DPolyPolygon aPolyPolygon; + // workaround: + // TakeXorPoly() doesn't return beziers for CustomShapes and we want the beziers + // so that we can decide the complexity of the polygons generated from them + if (aShapeType == "com.sun.star.drawing.CustomShape") + { + aPolyPolygon = static_cast<SdrObjCustomShape*>(pSdrObject)->GetLineGeometry(true); + } + else + { + aPolyPolygon = pSdrObject->TakeXorPoly(); + } + + // make beziers into polygons, using a high degree angle as fAngleBound in + // adaptiveSubdivideByAngle reduces complexity of the resulting polygon shapes + aPolyPolygon = aPolyPolygon.areControlPointsUsed() + ? basegfx::utils::adaptiveSubdivideByAngle(aPolyPolygon, 20) + : aPolyPolygon; + aPolyPolygon.removeDoublePoints(); + + // make polygon coordinates relative to the center of the shape instead of top left of the slide + // since box2d shapes are expressed this way + aPolyPolygon + = basegfx::utils::distort(aPolyPolygon, aPolyPolygon.getB2DRange(), + { -aShapeBounds.getWidth() / 2, -aShapeBounds.getHeight() / 2 }, + { aShapeBounds.getWidth() / 2, -aShapeBounds.getHeight() / 2 }, + { -aShapeBounds.getWidth() / 2, aShapeBounds.getHeight() / 2 }, + { aShapeBounds.getWidth() / 2, aShapeBounds.getHeight() / 2 }); + + if (pSdrObject->IsClosedObj() && !pSdrObject->IsEdgeObj() && pSdrObject->HasFillStyle()) + { + basegfx::triangulator::B2DTriangleVector aTriangleVector; + // iterate over the polygons of the shape and create representations for them + for (const auto& rPolygon : std::as_const(aPolyPolygon)) + { + // if the polygon is closed it will be represented by triangles + if (rPolygon.isClosed()) + { + basegfx::triangulator::B2DTriangleVector aTempTriangleVector( + basegfx::triangulator::triangulate(rPolygon)); + aTriangleVector.insert(aTriangleVector.end(), aTempTriangleVector.begin(), + aTempTriangleVector.end()); + } + else // otherwise it will be an edge representation (example: smile line of the smiley shape) + { + addEdgeShapeToBody(rPolygon, pBody.get(), fDensity, fFriction, + static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor); + } + } + addTriangleVectorToBody(aTriangleVector, pBody.get(), fDensity, fFriction, + static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor); + } + else + { + addEdgeShapeToBody(aPolyPolygon, pBody.get(), fDensity, fFriction, + static_cast<float>(fDefaultStaticBodyBounciness), mfScaleFactor); + } + + return std::make_shared<box2DBody>(pBody, mfScaleFactor); +} + +box2DBody::box2DBody(std::shared_ptr<b2Body> pBox2DBody, double fScaleFactor) + : mpBox2DBody(pBox2DBody) + , mfScaleFactor(fScaleFactor) +{ +} + +::basegfx::B2DPoint box2DBody::getPosition() const +{ + b2Vec2 aPosition = mpBox2DBody->GetPosition(); + double fX = static_cast<double>(aPosition.x) / mfScaleFactor; + double fY = static_cast<double>(aPosition.y) / -mfScaleFactor; + 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) +{ + // kinematic bodies are not affected by other bodies, but unlike static ones can still have velocity + if (mpBox2DBody->GetType() != b2_kinematicBody) + mpBox2DBody->SetType(b2_kinematicBody); + + ::basegfx::B2DPoint aCurrentPos = getPosition(); + // calculate the velocity needed to reach the rDesiredPos in the given time frame + ::basegfx::B2DVector aVelocity = (rDesiredPos - aCurrentPos) / fPassedTime; + + setLinearVelocity(aVelocity); +} + +void box2DBody::setAngleByAngularVelocity(const double fDesiredAngle, const double fPassedTime) +{ + // kinematic bodies are not affected by other bodies, but unlike static ones can still have velocity + if (mpBox2DBody->GetType() != b2_kinematicBody) + mpBox2DBody->SetType(b2_kinematicBody); + + double fDeltaAngle = fDesiredAngle - getAngle(); + + // temporary hack for repeating animation effects + while (fDeltaAngle > 180 + || fDeltaAngle < -180) // if it is bigger than 180 opposite rotation is actually closer + fDeltaAngle += fDeltaAngle > 0 ? -360 : +360; + + double fAngularVelocity = fDeltaAngle / fPassedTime; + setAngularVelocity(fAngularVelocity); +} + +void box2DBody::setLinearVelocity(const ::basegfx::B2DVector& rVelocity) +{ + b2Vec2 aVelocity = { static_cast<float>(rVelocity.getX() * mfScaleFactor), + static_cast<float>(rVelocity.getY() * -mfScaleFactor) }; + mpBox2DBody->SetLinearVelocity(aVelocity); +} + +void box2DBody::setAngularVelocity(const double fAngularVelocity) +{ + float fBox2DAngularVelocity = static_cast<float>(basegfx::deg2rad(-fAngularVelocity)); + mpBox2DBody->SetAngularVelocity(fBox2DAngularVelocity); +} + +void box2DBody::setCollision(const bool bCanCollide) +{ + // collision have to be set for each fixture of the body individually + for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture; + pFixture = pFixture->GetNext()) + { + b2Filter aFilter = pFixture->GetFilterData(); + // 0xFFFF means collides with everything + // 0x0000 means collides with nothing + aFilter.maskBits = bCanCollide ? 0xFFFF : 0x0000; + pFixture->SetFilterData(aFilter); + } +} + +double box2DBody::getAngle() const +{ + double fAngle = static_cast<double>(mpBox2DBody->GetAngle()); + return ::basegfx::rad2deg(-fAngle); +} + +void box2DBody::setAngle(const double fAngle) +{ + mpBox2DBody->SetTransform(mpBox2DBody->GetPosition(), ::basegfx::deg2rad(-fAngle)); +} + +void box2DBody::setDensityAndRestitution(const double fDensity, const double fRestitution) +{ + // density and restitution have to be set for each fixture of the body individually + for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture; + pFixture = pFixture->GetNext()) + { + pFixture->SetDensity(static_cast<float>(fDensity)); + pFixture->SetRestitution(static_cast<float>(fRestitution)); + } + // without resetting the massdata of the body, density change won't take effect + mpBox2DBody->ResetMassData(); +} + +void box2DBody::setRestitution(const double fRestitution) +{ + for (b2Fixture* pFixture = mpBox2DBody->GetFixtureList(); pFixture; + pFixture = pFixture->GetNext()) + { + pFixture->SetRestitution(static_cast<float>(fRestitution)); + } +} + +void box2DBody::setType(box2DBodyType eType) +{ + mpBox2DBody->SetType(getBox2DInternalBodyType(eType)); +} + +box2DBodyType box2DBody::getType() const { return getBox2DLOBodyType(mpBox2DBody->GetType()); } +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab cinoptions=b1,g0,N-s cinkeys+=0=break: */ |