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-rw-r--r--svx/source/engine3d/obj3d.cxx4
1 files changed, 2 insertions, 2 deletions
diff --git a/svx/source/engine3d/obj3d.cxx b/svx/source/engine3d/obj3d.cxx
index 8d813176ced4..dac98b2d0fd6 100644
--- a/svx/source/engine3d/obj3d.cxx
+++ b/svx/source/engine3d/obj3d.cxx
@@ -432,13 +432,13 @@ void E3dObject::RestGeoData(const SdrObjGeoData& rGeo)
// This is however a correct implementation, because everything that has
// 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, tools::Long nAngle, double sn, double cs)
+void E3dObject::NbcRotate(const Point& rRef, Degree100 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 fAngleInRad = basegfx::deg2rad(nAngle/100.0);
+ double fAngleInRad = toRadians(nAngle);
basegfx::B3DHomMatrix aRotateZ;
aRotateZ.rotate(0.0, 0.0, fAngleInRad);