diff options
author | Noel Grandin <noel.grandin@collabora.co.uk> | 2017-05-04 11:23:54 +0200 |
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committer | Noel Grandin <noel.grandin@collabora.co.uk> | 2017-05-04 12:14:56 +0200 |
commit | 97f391d4e5ed89425ca6c5ad52d159a7ce8fdee2 (patch) | |
tree | f9ac19fde17d7c25fc36e065f0b220f034ce7532 /svx/source/engine3d/scene3d.cxx | |
parent | 214e0847f5d1666b4cf23a833bb757f6bace04d0 (diff) |
loplugin:checkunusedparams in svx(part1)
Change-Id: Ie98ec3be5ece2579feca050563c5ab7776ad6a7e
Reviewed-on: https://gerrit.libreoffice.org/37227
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
Diffstat (limited to 'svx/source/engine3d/scene3d.cxx')
-rw-r--r-- | svx/source/engine3d/scene3d.cxx | 23 |
1 files changed, 6 insertions, 17 deletions
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx index 93d005e663b9..e8d707392db1 100644 --- a/svx/source/engine3d/scene3d.cxx +++ b/svx/source/engine3d/scene3d.cxx @@ -177,21 +177,10 @@ E3dScene::E3dScene() bDrawOnlySelected(false) { // Set defaults - E3dDefaultAttributes aDefault; - SetDefaultAttributes(aDefault); + SetDefaultAttributes(); } -E3dScene::E3dScene(E3dDefaultAttributes& rDefault) -: E3dObject(), - aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), - mp3DDepthRemapper(nullptr), - bDrawOnlySelected(false) -{ - // Set defaults - SetDefaultAttributes(rDefault); -} - -void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/) +void E3dScene::SetDefaultAttributes() { // For WIN95/NT turn off the FP-Exceptions #if defined(_WIN32) @@ -503,7 +492,7 @@ void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) E3dObject::Notify(rBC, rHint); } -void E3dScene::RotateScene (const Point& rRef, long /*nAngle*/, double sn, double cs) +void E3dScene::RotateScene (const Point& rRef, double sn, double cs) { Point UpperLeft, LowerRight, Center, NewCenter; @@ -605,11 +594,11 @@ void E3dScene::NbcRotate(const Point& rRef, long nAngle, double sn, double cs) // objects. So going through the entire list and rotate around the Z axis // through the enter of aOutRect's (Steiner's theorem), so RotateZ - RotateScene (rRef, nAngle, sn, cs); // Rotates the scene - double fWinkelInRad = nAngle/100.0 * F_PI180; + RotateScene (rRef, sn, cs); // Rotates the scene + double fAngleInRad = nAngle/100.0 * F_PI180; basegfx::B3DHomMatrix aRotation; - aRotation.rotate(0.0, 0.0, fWinkelInRad); + aRotation.rotate(0.0, 0.0, fAngleInRad); NbcSetTransform(aRotation * GetTransform()); SetRectsDirty(); // This forces a recalculation of all BoundRects |