office-gobmx/slideshow
Caolán McNamara 2bafc7384b cid#1545605 COPY_INSTEAD_OF_MOVE
and

cid#1545841 COPY_INSTEAD_OF_MOVE
cid#1554682 COPY_INSTEAD_OF_MOVE
cid#1554686 COPY_INSTEAD_OF_MOVE
cid#1554715 COPY_INSTEAD_OF_MOVE
cid#1554750 COPY_INSTEAD_OF_MOVE
cid#1554759 COPY_INSTEAD_OF_MOVE
cid#1554770 COPY_INSTEAD_OF_MOVE
cid#1554779 COPY_INSTEAD_OF_MOVE
cid#1554794 COPY_INSTEAD_OF_MOVE
cid#1554800 COPY_INSTEAD_OF_MOVE
cid#1554826 COPY_INSTEAD_OF_MOVE
cid#1554836 COPY_INSTEAD_OF_MOVE
cid#1554862 COPY_INSTEAD_OF_MOVE
cid#1554865 COPY_INSTEAD_OF_MOVE
cid#1554872 COPY_INSTEAD_OF_MOVE
cid#1554883 COPY_INSTEAD_OF_MOVE
cid#1554906 COPY_INSTEAD_OF_MOVE
cid#1554921 COPY_INSTEAD_OF_MOVE
cid#1554926 COPY_INSTEAD_OF_MOVE
cid#1554946 COPY_INSTEAD_OF_MOVE
cid#1554956 COPY_INSTEAD_OF_MOVE
cid#1554970 COPY_INSTEAD_OF_MOVE
cid#1554986 COPY_INSTEAD_OF_MOVE
cid#1554991 COPY_INSTEAD_OF_MOVE
cid#1555013 COPY_INSTEAD_OF_MOVE
cid#1555037 COPY_INSTEAD_OF_MOVE
cid#1555050 COPY_INSTEAD_OF_MOVE
cid#1555057 COPY_INSTEAD_OF_MOVE
cid#1555066 COPY_INSTEAD_OF_MOVE
cid#1555067 COPY_INSTEAD_OF_MOVE
cid#1555083 COPY_INSTEAD_OF_MOVE
cid#1555097 COPY_INSTEAD_OF_MOVE
cid#1555135 COPY_INSTEAD_OF_MOVE
cid#1555140 COPY_INSTEAD_OF_MOVE
cid#1555146 COPY_INSTEAD_OF_MOVE
cid#1555148 COPY_INSTEAD_OF_MOVE
cid#1555149 COPY_INSTEAD_OF_MOVE
cid#1555155 COPY_INSTEAD_OF_MOVE
cid#1555157 COPY_INSTEAD_OF_MOVE
cid#1555168 COPY_INSTEAD_OF_MOVE
cid#1555195 COPY_INSTEAD_OF_MOVE
cid#1555196 COPY_INSTEAD_OF_MOVE
cid#1555237 COPY_INSTEAD_OF_MOVE

Change-Id: I90531c19c28dca77fe99c72efdfc0972c311da98
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/175377
Tested-by: Jenkins
Reviewed-by: Caolán McNamara <caolan.mcnamara@collabora.com>
2024-10-22 11:56:02 +02:00
..
inc/pch simplify and modernise ScopedBitmapAccess 2023-12-07 09:32:14 +01:00
opengl Remove unused 'numTiles' from glitter vertex shader 2024-06-03 15:18:08 +02:00
qa loplugin:ostr in slideshow 2024-05-13 14:44:04 +02:00
source cid#1545605 COPY_INSTEAD_OF_MOVE 2024-10-22 11:56:02 +02:00
test c++20: use std::erase(_if) instead of std::remove(_if)+erase (part 11) 2023-11-19 13:41:30 +01:00
util
CppunitTest_slideshow.mk
CppunitTest_slideshow_engine.mk
IwyuFilter_slideshow.yaml
Library_OGLTrans.mk Drop remaining boost/shared_pointer debug functionality 2024-03-21 12:28:32 +01:00
Library_slideshow.mk Drop remaining boost/shared_pointer debug functionality 2024-03-21 12:28:32 +01:00
Makefile
manifest.txt
Module_slideshow.mk
Package_opengl.mk
README.md

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.hxx
  • slideshow/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.