improve the algorithm for the zoom into a bar
Change-Id: Id045cbeaa057fd264a50f83fb58bbee60df71299
This commit is contained in:
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585f615c2d
commit
3d549ff9b4
2 changed files with 40 additions and 26 deletions
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@ -67,6 +67,11 @@ const size_t STEPS = 100;
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const sal_uLong TIMEOUT = 5;
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const sal_uInt32 ID_STEP = 10;
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const float BAR_SIZE_X = 30.0f;
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const float BAR_SIZE_Y = 5.0f;
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const float BAR_DISTANCE_X = 5.0f;
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const float BAR_DISTANCE_Y = 5.0;
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float calculateTextWidth(const OUString& rText)
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{
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return rText.getLength() * 10;
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@ -103,11 +108,6 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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// guarantee they are positioned correctly. In fact, they are guaranteed
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// to be positioned incorrectly.
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const float nBarSizeX = 30.0f;
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const float nBarSizeY = 5.0f;
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const float nBarDistanceX = 5.0f;
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const float nBarDistanceY = 5.0;
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sal_uInt32 nId = 1;
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float nXEnd = 0.0;
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float nYPos = 0.0;
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@ -130,7 +130,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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for (boost::ptr_vector<VDataSeries>::const_iterator itr = rDataSeriesContainer.begin(),
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itrEnd = rDataSeriesContainer.end(); itr != itrEnd; ++itr)
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{
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nYPos = nSeriesIndex * (nBarSizeY + nBarDistanceY) + nBarDistanceY;
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nYPos = nSeriesIndex * (BAR_SIZE_Y + BAR_DISTANCE_Y) + BAR_DISTANCE_Y;
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const VDataSeries& rDataSeries = *itr;
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sal_Int32 nPointCount = rDataSeries.getTotalPointCount();
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@ -152,10 +152,10 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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nId += ID_STEP;
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opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
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glm::vec3 aTopLeft, aTopRight, aBottomRight;
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aTopRight.x = -nBarDistanceY;
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aTopRight.y = nYPos + nBarDistanceY;
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aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0 - nBarDistanceY;
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aTopLeft.y = nYPos + nBarDistanceY;
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aTopRight.x = -BAR_DISTANCE_Y;
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aTopRight.y = nYPos + BAR_DISTANCE_Y;
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aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0 - BAR_DISTANCE_Y;
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aTopLeft.y = nYPos + BAR_DISTANCE_Y;
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aBottomRight = aTopRight;
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aBottomRight.y -= TEXT_HEIGHT;
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p->setPosition(aTopLeft, aTopRight, aBottomRight);
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@ -170,9 +170,9 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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}
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float nVal = rDataSeries.getYValue(nIndex);
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float nXPos = nIndex * (nBarSizeX + nBarDistanceX) + nBarDistanceX;
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float nXPos = nIndex * (BAR_SIZE_X + BAR_DISTANCE_X) + BAR_DISTANCE_X;
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glm::mat4 aScaleMatrix = glm::scale(glm::vec3(nBarSizeX, nBarSizeY, float(nVal/nMaxVal)));
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glm::mat4 aScaleMatrix = glm::scale(glm::vec3(BAR_SIZE_X, BAR_SIZE_Y, float(nVal/nMaxVal)));
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glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(nXPos, nYPos, 0.0f));
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glm::mat4 aBarPosition = aTranslationMatrix * aScaleMatrix;
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@ -184,14 +184,14 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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nId += ID_STEP;
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}
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float nThisXEnd = nPointCount * (nBarSizeX + nBarDistanceX);
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float nThisXEnd = nPointCount * (BAR_SIZE_X + BAR_DISTANCE_X);
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if (nXEnd < nThisXEnd)
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nXEnd = nThisXEnd;
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++nSeriesIndex;
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}
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nYPos += nBarSizeY + nBarDistanceY;
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nYPos += BAR_SIZE_Y + BAR_DISTANCE_Y;
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// X axis
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maShapes.push_back(new opengl3D::Line(mpRenderer.get(), nId));
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@ -220,7 +220,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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opengl3D::Rectangle* pRect = static_cast<opengl3D::Rectangle*>(&maShapes.back());
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glm::vec3 aTopLeft;
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glm::vec3 aTopRight = aTopLeft;
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aTopRight.x = nXEnd + 2 * nBarDistanceX;
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aTopRight.x = nXEnd + 2 * BAR_DISTANCE_X;
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glm::vec3 aBottomRight = aTopRight;
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aBottomRight.y = nYPos;
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pRect->setPosition(aTopLeft, aTopRight, aBottomRight);
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@ -235,18 +235,18 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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if(aCats[i].isEmpty())
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continue;
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float nXPos = i * (nBarSizeX + nBarDistanceX);
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float nXPos = i * (BAR_SIZE_X + BAR_DISTANCE_X);
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maShapes.push_back(new opengl3D::Text(mpRenderer.get(), *mpTextCache,
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aCats[i], nId));
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nId += ID_STEP;
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opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
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aTopLeft.x = nXPos + TEXT_HEIGHT;
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aTopLeft.y = nYPos + calculateTextWidth(aCats[i]) + 0.5 * nBarDistanceY;
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aTopLeft.y = nYPos + calculateTextWidth(aCats[i]) + 0.5 * BAR_DISTANCE_Y;
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aTopRight = aTopLeft;
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aTopRight.y = nYPos + 0.5* nBarDistanceY;
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aTopRight.y = nYPos + 0.5* BAR_DISTANCE_Y;
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aBottomRight.x = nXPos;
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aBottomRight.y = nYPos + 0.5 * nBarDistanceY;
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aBottomRight.y = nYPos + 0.5 * BAR_DISTANCE_Y;
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p->setPosition(aTopLeft, aTopRight, aBottomRight);
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// create shapes on other side as well
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@ -256,16 +256,16 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
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nId += ID_STEP;
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p = static_cast<opengl3D::Text*>(&maShapes.back());
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aTopLeft.x = nXPos + TEXT_HEIGHT;
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aTopLeft.y = - 0.5 * nBarDistanceY;
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aTopLeft.y = - 0.5 * BAR_DISTANCE_Y;
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aTopRight = aTopLeft;
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aTopRight.y = -calculateTextWidth(aCats[i]) - 0.5* nBarDistanceY;
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aTopRight.y = -calculateTextWidth(aCats[i]) - 0.5* BAR_DISTANCE_Y;
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aBottomRight.x = nXPos;
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aBottomRight.y = -calculateTextWidth(aCats[i]) - 0.5 * nBarDistanceY;
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aBottomRight.y = -calculateTextWidth(aCats[i]) - 0.5 * BAR_DISTANCE_Y;
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p->setPosition(aTopLeft, aTopRight, aBottomRight);
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}
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mnMaxX = nMaxPointCount * (nBarSizeX + nBarDistanceX) + 40;
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mnMaxY = nSeriesIndex * (nBarSizeY + nBarDistanceY) + 40;
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mnMaxX = nMaxPointCount * (BAR_SIZE_X + BAR_DISTANCE_X) + 40;
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mnMaxY = nSeriesIndex * (BAR_SIZE_Y + BAR_DISTANCE_Y) + 40;
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maCameraPosition = glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT);
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mpCamera->setPosition(maCameraPosition);
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@ -354,10 +354,17 @@ void GL3DBarChart::clickedAt(const Point& rPos, sal_uInt16 nButtons)
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const BarInformation& rBarInfo = itr->second;
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mnStepsTotal = STEPS;
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mnStep = 0;
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maCameraDirection = rBarInfo.maPos;
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render();
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maStep = (rBarInfo.maPos - maCameraPosition)/102.0f;
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glm::vec3 maTargetPosition = rBarInfo.maPos;
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maTargetPosition.z += 45;
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maStep = (maTargetPosition - maCameraPosition)/100.0f;
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glm::vec3 maTargetDirection = rBarInfo.maPos;
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maTargetDirection.x += BAR_SIZE_X / 2.0f;
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maTargetDirection.y += BAR_SIZE_Y / 2.0f;
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maStepDirection = (maTargetDirection - maCameraDirection)/100.f;
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maTimer.SetTimeout(TIMEOUT);
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maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveToBar));
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@ -426,6 +433,8 @@ void GL3DBarChart::moveToCorner()
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{
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mnStepsTotal = STEPS;
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maStep = (getCornerPosition(mnCornerId) - maCameraPosition) / float(mnStepsTotal);
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maStepDirection = (glm::vec3(mnMaxX/2.0f, mnMaxY/2.0f, 0) - maCameraDirection)/ float(mnStepsTotal);
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maTimer.SetTimeout(TIMEOUT);
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maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveCamera));
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maTimer.Start();
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@ -439,6 +448,8 @@ IMPL_LINK_NOARG(GL3DBarChart, MoveCamera)
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++mnStep;
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maCameraPosition += maStep;
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mpCamera->setPosition(maCameraPosition);
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maCameraDirection += maStepDirection;
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mpCamera->setDirection(maCameraDirection);
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render();
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maTimer.SetTimeout(TIMEOUT);
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maTimer.Start();
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@ -460,6 +471,8 @@ IMPL_LINK_NOARG(GL3DBarChart, MoveToBar)
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++mnStep;
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maCameraPosition += maStep;
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mpCamera->setPosition(maCameraPosition);
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maCameraDirection += maStepDirection;
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mpCamera->setDirection(maCameraDirection);
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render();
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maTimer.SetTimeout(TIMEOUT);
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maTimer.Start();
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@ -79,6 +79,7 @@ private:
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Timer maTimer;
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glm::vec3 maStep;
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glm::vec3 maStepDirection;
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size_t mnStep;
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size_t mnStepsTotal;
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float mnMaxX;
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