/src/libreoffice/chart2/source/view/main/Linear3DTransformation.cxx
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1 | | /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ |
2 | | /* |
3 | | * This file is part of the LibreOffice project. |
4 | | * |
5 | | * This Source Code Form is subject to the terms of the Mozilla Public |
6 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
7 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. |
8 | | * |
9 | | * This file incorporates work covered by the following license notice: |
10 | | * |
11 | | * Licensed to the Apache Software Foundation (ASF) under one or more |
12 | | * contributor license agreements. See the NOTICE file distributed |
13 | | * with this work for additional information regarding copyright |
14 | | * ownership. The ASF licenses this file to you under the Apache |
15 | | * License, Version 2.0 (the "License"); you may not use this file |
16 | | * except in compliance with the License. You may obtain a copy of |
17 | | * the License at http://www.apache.org/licenses/LICENSE-2.0 . |
18 | | */ |
19 | | |
20 | | #include <Linear3DTransformation.hxx> |
21 | | |
22 | | using namespace ::com::sun::star; |
23 | | |
24 | | using ::com::sun::star::uno::Sequence; |
25 | | |
26 | | namespace chart |
27 | | { |
28 | | |
29 | | Linear3DTransformation::Linear3DTransformation( const drawing::HomogenMatrix& rHomMatrix, bool bSwapXAndY ) |
30 | 0 | : m_Matrix(rHomMatrix) |
31 | 0 | , m_bSwapXAndY(bSwapXAndY) |
32 | 0 | {} |
33 | | |
34 | | Linear3DTransformation::~Linear3DTransformation() |
35 | 0 | {} |
36 | | |
37 | | // ____ XTransformation2 ____ |
38 | | css::drawing::Position3D Linear3DTransformation::transform( |
39 | | const Sequence< double >& rSourceValues ) const |
40 | 0 | { |
41 | 0 | double fX = rSourceValues[0]; |
42 | 0 | double fY = rSourceValues[1]; |
43 | 0 | double fZ = rSourceValues[2]; |
44 | 0 | if(m_bSwapXAndY) |
45 | 0 | std::swap(fX,fY); |
46 | 0 | css::drawing::Position3D aNewVec; |
47 | 0 | double fZwi; |
48 | |
|
49 | 0 | fZwi = m_Matrix.Line1.Column1 * fX |
50 | 0 | + m_Matrix.Line1.Column2 * fY |
51 | 0 | + m_Matrix.Line1.Column3 * fZ |
52 | 0 | + m_Matrix.Line1.Column4; |
53 | 0 | aNewVec.PositionX = fZwi; |
54 | |
|
55 | 0 | fZwi = m_Matrix.Line2.Column1 * fX |
56 | 0 | + m_Matrix.Line2.Column2 * fY |
57 | 0 | + m_Matrix.Line2.Column3 * fZ |
58 | 0 | + m_Matrix.Line2.Column4; |
59 | 0 | aNewVec.PositionY = fZwi; |
60 | |
|
61 | 0 | fZwi = m_Matrix.Line3.Column1 * fX |
62 | 0 | + m_Matrix.Line3.Column2 * fY |
63 | 0 | + m_Matrix.Line3.Column3 * fZ |
64 | 0 | + m_Matrix.Line3.Column4; |
65 | 0 | aNewVec.PositionZ = fZwi; |
66 | |
|
67 | 0 | fZwi = m_Matrix.Line4.Column1 * fX |
68 | 0 | + m_Matrix.Line4.Column2 * fY |
69 | 0 | + m_Matrix.Line4.Column3 * fZ |
70 | 0 | + m_Matrix.Line4.Column4; |
71 | 0 | if(fZwi != 1.0 && fZwi != 0.0) |
72 | 0 | { |
73 | 0 | aNewVec.PositionX /= fZwi; |
74 | 0 | aNewVec.PositionY /= fZwi; |
75 | 0 | aNewVec.PositionZ /= fZwi; |
76 | 0 | } |
77 | 0 | return aNewVec; |
78 | 0 | } |
79 | | |
80 | | css::drawing::Position3D Linear3DTransformation::transform( |
81 | | const css::drawing::Position3D& rSourceValues ) const |
82 | 0 | { |
83 | 0 | double fX = rSourceValues.PositionX; |
84 | 0 | double fY = rSourceValues.PositionY; |
85 | 0 | double fZ = rSourceValues.PositionZ; |
86 | 0 | if(m_bSwapXAndY) |
87 | 0 | std::swap(fX,fY); |
88 | 0 | css::drawing::Position3D aNewVec; |
89 | 0 | double fZwi; |
90 | |
|
91 | 0 | fZwi = m_Matrix.Line1.Column1 * fX |
92 | 0 | + m_Matrix.Line1.Column2 * fY |
93 | 0 | + m_Matrix.Line1.Column3 * fZ |
94 | 0 | + m_Matrix.Line1.Column4; |
95 | 0 | aNewVec.PositionX = fZwi; |
96 | |
|
97 | 0 | fZwi = m_Matrix.Line2.Column1 * fX |
98 | 0 | + m_Matrix.Line2.Column2 * fY |
99 | 0 | + m_Matrix.Line2.Column3 * fZ |
100 | 0 | + m_Matrix.Line2.Column4; |
101 | 0 | aNewVec.PositionY = fZwi; |
102 | |
|
103 | 0 | fZwi = m_Matrix.Line3.Column1 * fX |
104 | 0 | + m_Matrix.Line3.Column2 * fY |
105 | 0 | + m_Matrix.Line3.Column3 * fZ |
106 | 0 | + m_Matrix.Line3.Column4; |
107 | 0 | aNewVec.PositionZ = fZwi; |
108 | |
|
109 | 0 | fZwi = m_Matrix.Line4.Column1 * fX |
110 | 0 | + m_Matrix.Line4.Column2 * fY |
111 | 0 | + m_Matrix.Line4.Column3 * fZ |
112 | 0 | + m_Matrix.Line4.Column4; |
113 | 0 | if(fZwi != 1.0 && fZwi != 0.0) |
114 | 0 | { |
115 | 0 | aNewVec.PositionX /= fZwi; |
116 | 0 | aNewVec.PositionY /= fZwi; |
117 | 0 | aNewVec.PositionZ /= fZwi; |
118 | 0 | } |
119 | 0 | return aNewVec; |
120 | 0 | } |
121 | | |
122 | | } // namespace chart |
123 | | |
124 | | /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |