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authorNoel Grandin <noel@peralex.com>2014-11-04 14:45:00 +0200
committerNoel Grandin <noel@peralex.com>2014-11-04 14:45:58 +0200
commita3e2b884f33435eef369ce8cb8eee4bdc5db95af (patch)
tree849073519a8722bdcb3897787a9872e73ed0d227 /svx/source/engine3d
parentd1974ddf3a84d2a4a3082920f812857c85218fc2 (diff)
rename nWink->nAngle
Change-Id: I3a4cec65307c517684d4f8a291ca73b6a212a857
Diffstat (limited to 'svx/source/engine3d')
-rw-r--r--svx/source/engine3d/obj3d.cxx6
-rw-r--r--svx/source/engine3d/scene3d.cxx10
2 files changed, 8 insertions, 8 deletions
diff --git a/svx/source/engine3d/obj3d.cxx b/svx/source/engine3d/obj3d.cxx
index 831b7c28fe9e..9e8615306a91 100644
--- a/svx/source/engine3d/obj3d.cxx
+++ b/svx/source/engine3d/obj3d.cxx
@@ -738,21 +738,21 @@ void E3dObject::RestGeoData(const SdrObjGeoData& rGeo)
// happened is a rotation around the axis perpendicular to the screen and that
// is regardless of how the scene has been rotated up until now.
-void E3dObject::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
+void E3dObject::NbcRotate(const Point& rRef, long nAngle, double sn, double cs)
{
// So currently the glue points are defined relative to the scene aOutRect.
// Before turning the glue points are defined relative to the page. They
// take no part in the rotation of the scene. To ensure this, there is the
// SetGlueReallyAbsolute(sal_True);
- double fWinkelInRad = nWink/100.0 * F_PI180;
+ double fWinkelInRad = nAngle/100.0 * F_PI180;
basegfx::B3DHomMatrix aRotateZ;
aRotateZ.rotate(0.0, 0.0, fWinkelInRad);
NbcSetTransform(aRotateZ * GetTransform());
SetRectsDirty(); // This forces a recalculation of all BoundRects
- NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotate the glue points (who still
+ NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the glue points (who still
// have coordinates relative to the
// original page)
SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx
index 9d5336f02c8c..71eda450209e 100644
--- a/svx/source/engine3d/scene3d.cxx
+++ b/svx/source/engine3d/scene3d.cxx
@@ -534,7 +534,7 @@ void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
E3dObject::Notify(rBC, rHint);
}
-void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
+void E3dScene::RotateScene (const Point& rRef, long /*nAngle*/, double sn, double cs)
{
Point UpperLeft, LowerRight, Center, NewCenter;
@@ -623,7 +623,7 @@ void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
}
}
-void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
+void E3dScene::NbcRotate(const Point& rRef, long nAngle, double sn, double cs)
{
// So currently the glue points are defined relative to the scene aOutRect.
// Before turning the glue points are defined relative to the page. They
@@ -636,15 +636,15 @@ void E3dScene::NbcRotate(const Point& rRef, long nWink, 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, nWink, sn, cs); // Rotates the scene
- double fWinkelInRad = nWink/100.0 * F_PI180;
+ RotateScene (rRef, nAngle, sn, cs); // Rotates the scene
+ double fWinkelInRad = nAngle/100.0 * F_PI180;
basegfx::B3DHomMatrix aRotation;
aRotation.rotate(0.0, 0.0, fWinkelInRad);
NbcSetTransform(aRotation * GetTransform());
SetRectsDirty(); // This forces a recalculation of all BoundRects
- NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotate the glue points (who still
+ NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the glue points (who still
// have coordinates relative to the
// original page)
SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)