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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_chart2.hxx"
#include "VPolarTransformation.hxx"
#include "ViewDefines.hxx"
#include "CommonConverters.hxx"
#include <algorithm>
using namespace ::com::sun::star;
using ::com::sun::star::uno::Sequence;
using ::com::sun::star::uno::RuntimeException;
namespace chart
{
VPolarTransformation::VPolarTransformation( const PolarPlottingPositionHelper& rPositionHelper )
: m_aPositionHelper(rPositionHelper)
, m_aUnitCartesianToScene( rPositionHelper.getUnitCartesianToScene() )
{
}
VPolarTransformation::~VPolarTransformation()
{
}
// ____ XTransformation ____
Sequence< double > SAL_CALL VPolarTransformation::transform(
const Sequence< double >& rSourceValues )
throw (RuntimeException,
lang::IllegalArgumentException)
{
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 = fAngleDegree*F_PI/180.0;
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 B3DPointToSequence(aRet);
}
sal_Int32 SAL_CALL VPolarTransformation::getSourceDimension()
throw (RuntimeException)
{
return 3;
}
sal_Int32 SAL_CALL VPolarTransformation::getTargetDimension()
throw (RuntimeException)
{
return 3;
}
} // namespace chart