/* -*- 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:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
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* ownership. The ASF licenses this file to you under the Apache
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*/
#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: */
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(vorverarbeitet am 2026-11-04)
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