diff options
author | Noel Grandin <noel@peralex.com> | 2014-11-04 14:45:00 +0200 |
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committer | Noel Grandin <noel@peralex.com> | 2014-11-04 14:45:58 +0200 |
commit | a3e2b884f33435eef369ce8cb8eee4bdc5db95af (patch) | |
tree | 849073519a8722bdcb3897787a9872e73ed0d227 /svx/source/engine3d | |
parent | d1974ddf3a84d2a4a3082920f812857c85218fc2 (diff) |
rename nWink->nAngle
Change-Id: I3a4cec65307c517684d4f8a291ca73b6a212a857
Diffstat (limited to 'svx/source/engine3d')
-rw-r--r-- | svx/source/engine3d/obj3d.cxx | 6 | ||||
-rw-r--r-- | svx/source/engine3d/scene3d.cxx | 10 |
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) |