1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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11 * Licensed to the Apache Software Foundation (ASF) under one or more
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14 * ownership. The ASF licenses this file to you under the Apache
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20 #include "VPolarTransformation.hxx"
21 #include "ViewDefines.hxx"
22 #include "CommonConverters.hxx"
25 using namespace ::com::sun::star
;
27 using ::com::sun::star::uno::Sequence
;
28 using ::com::sun::star::uno::RuntimeException
;
33 VPolarTransformation::VPolarTransformation( const PolarPlottingPositionHelper
& rPositionHelper
)
34 : m_aPositionHelper(rPositionHelper
)
35 , m_aUnitCartesianToScene( rPositionHelper
.getUnitCartesianToScene() )
39 VPolarTransformation::~VPolarTransformation()
43 // ____ XTransformation ____
44 Sequence
< double > SAL_CALL
VPolarTransformation::transform(
45 const Sequence
< double >& rSourceValues
)
46 throw (RuntimeException
,
47 lang::IllegalArgumentException
, std::exception
)
49 double fScaledLogicAngle
= rSourceValues
[0];
50 double fScaledLogicRadius
= rSourceValues
[1];
52 if( m_aPositionHelper
.isSwapXAndY() )
53 std::swap(fScaledLogicAngle
,fScaledLogicRadius
);
55 double fAngleDegree
= m_aPositionHelper
.transformToAngleDegree( fScaledLogicAngle
, false );
56 double fAnglePi
= fAngleDegree
*F_PI
/180.0;
57 double fRadius
= m_aPositionHelper
.transformToRadius( fScaledLogicRadius
, false);
59 double fX
=fRadius
*cos(fAnglePi
);
60 double fY
=fRadius
*sin(fAnglePi
);
61 double fZ
=rSourceValues
[2];
63 //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
64 ::basegfx::B3DPoint
aPoint(fX
,fY
,fZ
);
65 ::basegfx::B3DPoint aRet
= m_aUnitCartesianToScene
* aPoint
;
66 return B3DPointToSequence(aRet
);
69 sal_Int32 SAL_CALL
VPolarTransformation::getSourceDimension()
70 throw (RuntimeException
, std::exception
)
75 sal_Int32 SAL_CALL
VPolarTransformation::getTargetDimension()
76 throw (RuntimeException
, std::exception
)
83 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */