tdf#130857 qt weld: Implement QtInstanceWidget::strip_mnemonic
[LibreOffice.git] / chart2 / source / view / main / VPolarTransformation.cxx
blob9ec2eea3fc58e737657e3761c666b49a57e8df2c
1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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20 #include <VPolarTransformation.hxx>
22 using namespace ::com::sun::star;
24 using ::com::sun::star::uno::Sequence;
26 namespace chart
29 VPolarTransformation::VPolarTransformation( const PolarPlottingPositionHelper& rPositionHelper )
30 : m_aPositionHelper(rPositionHelper)
31 , m_aUnitCartesianToScene( rPositionHelper.getUnitCartesianToScene() )
35 VPolarTransformation::~VPolarTransformation()
39 // ____ XTransformation2 ____
40 css::drawing::Position3D VPolarTransformation::transform(
41 const Sequence< double >& rSourceValues ) const
43 double fScaledLogicAngle = rSourceValues[0];
44 double fScaledLogicRadius = rSourceValues[1];
46 if( m_aPositionHelper.isSwapXAndY() )
47 std::swap(fScaledLogicAngle,fScaledLogicRadius);
49 double fAngleDegree = m_aPositionHelper.transformToAngleDegree( fScaledLogicAngle, false );
50 double fAnglePi = basegfx::deg2rad(fAngleDegree);
51 double fRadius = m_aPositionHelper.transformToRadius( fScaledLogicRadius, false);
53 double fX=fRadius*cos(fAnglePi);
54 double fY=fRadius*sin(fAnglePi);
55 double fZ=rSourceValues[2];
57 //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
58 ::basegfx::B3DPoint aPoint(fX,fY,fZ);
59 ::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
60 return css::drawing::Position3D(aRet.getX(), aRet.getY(), aRet.getZ());
63 css::drawing::Position3D VPolarTransformation::transform(
64 const css::drawing::Position3D& rSourceValues ) const
66 double fScaledLogicAngle = rSourceValues.PositionX;
67 double fScaledLogicRadius = rSourceValues.PositionY;
69 if( m_aPositionHelper.isSwapXAndY() )
70 std::swap(fScaledLogicAngle,fScaledLogicRadius);
72 double fAngleDegree = m_aPositionHelper.transformToAngleDegree( fScaledLogicAngle, false );
73 double fAnglePi = basegfx::deg2rad(fAngleDegree);
74 double fRadius = m_aPositionHelper.transformToRadius( fScaledLogicRadius, false);
76 double fX=fRadius*cos(fAnglePi);
77 double fY=fRadius*sin(fAnglePi);
78 double fZ=rSourceValues.PositionZ;
80 //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
81 ::basegfx::B3DPoint aPoint(fX,fY,fZ);
82 ::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
83 return css::drawing::Position3D(aRet.getX(), aRet.getY(), aRet.getZ());
86 } // namespace chart
88 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */