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19 
20 #include <VPolarTransformation.hxx>
21 #include <CommonConverters.hxx>
22 
23 using namespace ::com::sun::star;
24 
25 using ::com::sun::star::uno::Sequence;
26 
27 namespace chart
28 {
29 
VPolarTransformation(const PolarPlottingPositionHelper & rPositionHelper)30 VPolarTransformation::VPolarTransformation( const PolarPlottingPositionHelper& rPositionHelper )
31         : m_aPositionHelper(rPositionHelper)
32         , m_aUnitCartesianToScene( rPositionHelper.getUnitCartesianToScene() )
33 {
34 }
35 
~VPolarTransformation()36 VPolarTransformation::~VPolarTransformation()
37 {
38 }
39 
40 // ____ XTransformation ____
transform(const Sequence<double> & rSourceValues)41 Sequence< double > SAL_CALL VPolarTransformation::transform(
42                         const Sequence< double >& rSourceValues )
43 {
44     double fScaledLogicAngle  = rSourceValues[0];
45     double fScaledLogicRadius = rSourceValues[1];
46 
47     if( m_aPositionHelper.isSwapXAndY() )
48         std::swap(fScaledLogicAngle,fScaledLogicRadius);
49 
50     double fAngleDegree = m_aPositionHelper.transformToAngleDegree( fScaledLogicAngle, false );
51     double fAnglePi     = basegfx::deg2rad(fAngleDegree);
52     double fRadius      = m_aPositionHelper.transformToRadius( fScaledLogicRadius, false);
53 
54     double fX=fRadius*cos(fAnglePi);
55     double fY=fRadius*sin(fAnglePi);
56     double fZ=rSourceValues[2];
57 
58     //!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
59     ::basegfx::B3DPoint aPoint(fX,fY,fZ);
60     ::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
61     return B3DPointToSequence(aRet);
62 }
63 
getSourceDimension()64 sal_Int32 SAL_CALL VPolarTransformation::getSourceDimension()
65 {
66     return 3;
67 }
68 
getTargetDimension()69 sal_Int32 SAL_CALL VPolarTransformation::getTargetDimension()
70 {
71     return 3;
72 }
73 
74 }  // namespace chart
75 
76 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
77