INTEGRATION: CWS aw024 (1.15.72); FILE MERGED

2006/09/22 04:22:23 aw 1.15.72.2: RESYNC: (1.15-1.16); FILE MERGED
2005/04/26 14:50:16 aw 1.15.72.1: #i39528#
This commit is contained in:
Ivo Hinkelmann 2006-11-14 14:34:09 +00:00
parent 647c623f82
commit 6584f965b8

View file

@ -4,9 +4,9 @@
*
* $RCSfile: BarChart.cxx,v $
*
* $Revision: 1.16 $
* $Revision: 1.17 $
*
* last change: $Author: obo $ $Date: 2006-09-17 13:33:20 $
* last change: $Author: ihi $ $Date: 2006-11-14 15:34:09 $
*
* The Contents of this file are made available subject to
* the terms of GNU Lesser General Public License Version 2.1.
@ -125,7 +125,7 @@ uno::Reference< XTransformation > BarPositionHelper::getTransformationLogicToSce
if( !m_xTransformationLogicToScene.is() )
{
Matrix4D aMatrix;
::basegfx::B3DHomMatrix aMatrix;
double MinX = getLogicMinX();
double MinY = getLogicMinY();
@ -140,18 +140,18 @@ uno::Reference< XTransformation > BarPositionHelper::getTransformationLogicToSce
doLogicScaling( NULL, &MaxY, &MaxZ);
if( AxisOrientation_MATHEMATICAL==m_aScales[0].Orientation )
aMatrix.TranslateX(-MinX);
aMatrix.translate(-MinX, 0.0, 0.0);
else
aMatrix.TranslateX(-MaxX);
aMatrix.translate(-MaxX, 0.0, 0.0);
if( AxisOrientation_MATHEMATICAL==m_aScales[1].Orientation )
aMatrix.TranslateY(-MinY);
aMatrix.translate(0.0, -MinY, 0.0);
else
aMatrix.TranslateY(-MaxY);
aMatrix.translate(0.0, -MaxY, 0.0);
if( AxisOrientation_MATHEMATICAL==m_aScales[2].Orientation )
aMatrix.TranslateZ(-MaxZ);//z direction in draw is reverse mathematical direction
aMatrix.translate(0.0, 0.0, -MaxZ);//z direction in draw is reverse mathematical direction
//aMatrix.TranslateZ(-MinZ+0.5*getSlotWidth());
else
aMatrix.TranslateZ(-MinZ);
aMatrix.translate(0.0, 0.0, -MinZ);
//aMatrix.TranslateZ(-MinZ+0.5*getSlotWidth());
double fWidthX = MaxX - MinX;
@ -162,9 +162,9 @@ uno::Reference< XTransformation > BarPositionHelper::getTransformationLogicToSce
double fScaleDirectionY = AxisOrientation_MATHEMATICAL==m_aScales[1].Orientation ? 1.0 : -1.0;
double fScaleDirectionZ = AxisOrientation_MATHEMATICAL==m_aScales[2].Orientation ? -1.0 : 1.0;
aMatrix.ScaleX(fScaleDirectionX*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthX);
aMatrix.ScaleY(fScaleDirectionY*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthY);
aMatrix.ScaleZ(fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ);
aMatrix.scale(fScaleDirectionX*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthX,
fScaleDirectionY*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthY,
fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ);
//aMatrix.ScaleZ(fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ/getSlotWidth());
//if(nDim==2)