/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* This file incorporates work covered by the following license notice:
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* ownership. The ASF licenses this file to you under the Apache
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#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: */
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