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+/* -*- 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 <VPolarTransformation.hxx>
+
+using namespace ::com::sun::star;
+
+using ::com::sun::star::uno::Sequence;
+
+namespace chart
+{
+
+VPolarTransformation::VPolarTransformation( const PolarPlottingPositionHelper& rPositionHelper )
+ : m_aPositionHelper(rPositionHelper)
+ , m_aUnitCartesianToScene( rPositionHelper.getUnitCartesianToScene() )
+{
+}
+
+VPolarTransformation::~VPolarTransformation()
+{
+}
+
+// ____ XTransformation2 ____
+css::drawing::Position3D VPolarTransformation::transform(
+ const Sequence< double >& rSourceValues ) const
+{
+ double fScaledLogicAngle = rSourceValues[0];
+ double fScaledLogicRadius = rSourceValues[1];
+
+ if( m_aPositionHelper.isSwapXAndY() )
+ std::swap(fScaledLogicAngle,fScaledLogicRadius);
+
+ double fAngleDegree = m_aPositionHelper.transformToAngleDegree( fScaledLogicAngle, false );
+ double fAnglePi = basegfx::deg2rad(fAngleDegree);
+ double fRadius = m_aPositionHelper.transformToRadius( fScaledLogicRadius, false);
+
+ double fX=fRadius*cos(fAnglePi);
+ double fY=fRadius*sin(fAnglePi);
+ double fZ=rSourceValues[2];
+
+ //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
+ ::basegfx::B3DPoint aPoint(fX,fY,fZ);
+ ::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
+ return css::drawing::Position3D(aRet.getX(), aRet.getY(), aRet.getZ());
+}
+
+css::drawing::Position3D VPolarTransformation::transform(
+ const css::drawing::Position3D& rSourceValues ) const
+{
+ double fScaledLogicAngle = rSourceValues.PositionX;
+ double fScaledLogicRadius = rSourceValues.PositionY;
+
+ if( m_aPositionHelper.isSwapXAndY() )
+ std::swap(fScaledLogicAngle,fScaledLogicRadius);
+
+ double fAngleDegree = m_aPositionHelper.transformToAngleDegree( fScaledLogicAngle, false );
+ double fAnglePi = basegfx::deg2rad(fAngleDegree);
+ double fRadius = m_aPositionHelper.transformToRadius( fScaledLogicRadius, false);
+
+ double fX=fRadius*cos(fAnglePi);
+ double fY=fRadius*sin(fAnglePi);
+ double fZ=rSourceValues.PositionZ;
+
+ //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
+ ::basegfx::B3DPoint aPoint(fX,fY,fZ);
+ ::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
+ return css::drawing::Position3D(aRet.getX(), aRet.getY(), aRet.getZ());
+}
+
+} // namespace chart
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */