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authorweigao <weigao@multicorewareinc.com>2014-05-18 04:09:13 -0700
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-05-19 12:34:12 +0200
commit43716387ee437811b6b21b93d59171641906674f (patch)
tree1f98ca267a9f6470aadaa09042ea81a15c5094c2 /chart2
parente964d9365884e4eac0ff3b2c511e17e5bb3ec5b9 (diff)
add reverse bars code
Change-Id: I2db9edd9015bb10cffe58a44c379db0ab87e7d72
Diffstat (limited to 'chart2')
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx14
1 files changed, 7 insertions, 7 deletions
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index bcb87b28649a..f7867d56b5b9 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -340,7 +340,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
glm::vec3 actualNormals[3];
std::vector<unsigned short> indeices[5];
glm::vec3 externSurNormal;
- glm::mat4 corrctCoord = glm::translate(glm::vec3(width / 2.0f, height / 2.0f, depth / 2.0f - fRadius));
+ glm::mat4 corrctCoord = glm::translate(glm::vec3(0.0f, 0.0f, depth / 2.0f - fRadius));
m_RoundBarMesh.topThreshold = topThreshold;
m_RoundBarMesh.bottomThreshold = bottomThreshold;
m_RoundBarMesh.iMeshStartIndices = m_Vertices.size();
@@ -964,13 +964,14 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
glm::vec4 DirX = modelMatrix * glm::vec4(1.0, 0.0, 0.0, 0.0);
glm::vec4 DirY = modelMatrix * glm::vec4(0.0, 1.0, 0.0, 0.0);
glm::vec4 DirZ = modelMatrix * glm::vec4(0.0, 0.0, 1.0, 0.0);
+ float crossZ = glm::normalize(glm::dot(glm::vec3(DirZ), glm::vec3(0.0, 0.0, 1.0)));
+ m_Extrude3DInfo.reverse = (crossZ > 0 ? 0 : 1);
m_Extrude3DInfo.xScale = glm::length(DirX);
m_Extrude3DInfo.yScale = glm::length(DirY);
m_Extrude3DInfo.zScale = glm::length(DirZ);
glm::mat4 transformMatrixInverse = glm::inverse(glm::translate(glm::vec3(tranform)));
- glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale));
+ glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale * crossZ));
m_Extrude3DInfo.rotation = transformMatrixInverse * modelMatrix * scaleMatrixInverse;
-
//color
m_Extrude3DInfo.extrudeColor = getColorAsVector(nColor);
m_Extrude3DInfo.material.materialColor = m_Extrude3DInfo.extrudeColor;//material color seems to be the same for all parts, so we use the polygon color
@@ -1006,8 +1007,8 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
m_SenceBox.minXCoord = std::min(m_SenceBox.minXCoord, m_Extrude3DInfo.xTransform);
m_SenceBox.maxYCoord = std::max(m_SenceBox.maxYCoord, m_Extrude3DInfo.yTransform + m_Extrude3DInfo.yScale);
m_SenceBox.minYCoord = std::min(m_SenceBox.minYCoord, m_Extrude3DInfo.yTransform );
- m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, m_Extrude3DInfo.zTransform + m_Extrude3DInfo.zScale);
- m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, m_Extrude3DInfo.zTransform);
+ m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, m_Extrude3DInfo.zTransform - (m_Extrude3DInfo.reverse - 1) * m_Extrude3DInfo.zScale);
+ m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, m_Extrude3DInfo.zTransform - m_Extrude3DInfo.reverse * m_Extrude3DInfo.zScale);
}
void OpenGL3DRenderer::EndAddShape3DExtrudeObject()
@@ -1114,7 +1115,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
}
else
{
- glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
+ glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, -actualZTrans));
glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale;
@@ -1326,7 +1327,6 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
- extrude3DInfo.reverse = 0;
if (extrude3DInfo.rounded)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);