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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /chart2/source/view/main/Linear3DTransformation.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-upstream.tar.xz libreoffice-upstream.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'chart2/source/view/main/Linear3DTransformation.cxx')
-rw-r--r-- | chart2/source/view/main/Linear3DTransformation.cxx | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/chart2/source/view/main/Linear3DTransformation.cxx b/chart2/source/view/main/Linear3DTransformation.cxx new file mode 100644 index 000000000..0d723ef34 --- /dev/null +++ b/chart2/source/view/main/Linear3DTransformation.cxx @@ -0,0 +1,124 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * 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/. + * + * This file incorporates work covered by the following license notice: + * + * Licensed to the Apache Software Foundation (ASF) under one or more + * contributor license agreements. See the NOTICE file distributed + * with this work for additional information regarding copyright + * ownership. The ASF licenses this file to you under the Apache + * License, Version 2.0 (the "License"); you may not use this file + * except in compliance with the License. You may obtain a copy of + * the License at http://www.apache.org/licenses/LICENSE-2.0 . + */ + +#include <Linear3DTransformation.hxx> + +using namespace ::com::sun::star; + +using ::com::sun::star::uno::Sequence; + +namespace chart +{ + + Linear3DTransformation::Linear3DTransformation( const drawing::HomogenMatrix& rHomMatrix, bool bSwapXAndY ) + : m_Matrix(rHomMatrix) + , m_bSwapXAndY(bSwapXAndY) +{} + +Linear3DTransformation::~Linear3DTransformation() +{} + +// ____ XTransformation2 ____ +css::drawing::Position3D Linear3DTransformation::transform( + const Sequence< double >& rSourceValues ) const +{ + double fX = rSourceValues[0]; + double fY = rSourceValues[1]; + double fZ = rSourceValues[2]; + if(m_bSwapXAndY) + std::swap(fX,fY); + css::drawing::Position3D aNewVec; + double fZwi; + + fZwi = m_Matrix.Line1.Column1 * fX + + m_Matrix.Line1.Column2 * fY + + m_Matrix.Line1.Column3 * fZ + + m_Matrix.Line1.Column4; + aNewVec.PositionX = fZwi; + + fZwi = m_Matrix.Line2.Column1 * fX + + m_Matrix.Line2.Column2 * fY + + m_Matrix.Line2.Column3 * fZ + + m_Matrix.Line2.Column4; + aNewVec.PositionY = fZwi; + + fZwi = m_Matrix.Line3.Column1 * fX + + m_Matrix.Line3.Column2 * fY + + m_Matrix.Line3.Column3 * fZ + + m_Matrix.Line3.Column4; + aNewVec.PositionZ = fZwi; + + fZwi = m_Matrix.Line4.Column1 * fX + + m_Matrix.Line4.Column2 * fY + + m_Matrix.Line4.Column3 * fZ + + m_Matrix.Line4.Column4; + if(fZwi != 1.0 && fZwi != 0.0) + { + aNewVec.PositionX /= fZwi; + aNewVec.PositionY /= fZwi; + aNewVec.PositionZ /= fZwi; + } + return aNewVec; +} + +css::drawing::Position3D Linear3DTransformation::transform( + const css::drawing::Position3D& rSourceValues ) const +{ + double fX = rSourceValues.PositionX; + double fY = rSourceValues.PositionY; + double fZ = rSourceValues.PositionZ; + if(m_bSwapXAndY) + std::swap(fX,fY); + css::drawing::Position3D aNewVec; + double fZwi; + + fZwi = m_Matrix.Line1.Column1 * fX + + m_Matrix.Line1.Column2 * fY + + m_Matrix.Line1.Column3 * fZ + + m_Matrix.Line1.Column4; + aNewVec.PositionX = fZwi; + + fZwi = m_Matrix.Line2.Column1 * fX + + m_Matrix.Line2.Column2 * fY + + m_Matrix.Line2.Column3 * fZ + + m_Matrix.Line2.Column4; + aNewVec.PositionY = fZwi; + + fZwi = m_Matrix.Line3.Column1 * fX + + m_Matrix.Line3.Column2 * fY + + m_Matrix.Line3.Column3 * fZ + + m_Matrix.Line3.Column4; + aNewVec.PositionZ = fZwi; + + fZwi = m_Matrix.Line4.Column1 * fX + + m_Matrix.Line4.Column2 * fY + + m_Matrix.Line4.Column3 * fZ + + m_Matrix.Line4.Column4; + if(fZwi != 1.0 && fZwi != 0.0) + { + aNewVec.PositionX /= fZwi; + aNewVec.PositionY /= fZwi; + aNewVec.PositionZ /= fZwi; + } + return aNewVec; +} + +} // namespace chart + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |