office-gobmx/slideshow
Mike Kaganski a01a642ebb UnoApiTest::loadFromURL -> UnoApiTest::loadFromFile
The old name was misleading (it doesn't take an URL, but a filename);
also, now it's easier to grep for it - doesn't get mixed with
vcl::graphic::loadFromURL.

Change-Id: Ib88d2194200a6a54d2326971e0306ba39f0c7025
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/161578
Tested-by: Jenkins
Reviewed-by: Mike Kaganski <mike.kaganski@collabora.com>
2024-01-03 07:51:28 +01:00
..
inc/pch simplify and modernise ScopedBitmapAccess 2023-12-07 09:32:14 +01:00
opengl
qa UnoApiTest::loadFromURL -> UnoApiTest::loadFromFile 2024-01-03 07:51:28 +01:00
source cid#1545965 COPY_INSTEAD_OF_MOVE 2023-12-30 19:58:54 +01:00
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 CppunitTest_slideshow_engine: inherit from UnoApiTest 2022-11-22 12:49:06 +01:00
IwyuFilter_slideshow.yaml
Library_OGLTrans.mk editeng: Use Tools::Point::RotateAround instead of our own 2023-07-16 12:54:58 +02:00
Library_slideshow.mk Use less epoxy external headers dependency 2023-09-23 10:38:36 +02:00
Makefile
manifest.txt
Module_slideshow.mk tdf#149969 slideshow: handle loop from the animation of a media shape 2022-09-02 12:30:49 +02:00
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.