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Diffstat (limited to 'svx/source/engine3d/obj3d.cxx')
-rw-r--r-- | svx/source/engine3d/obj3d.cxx | 4 |
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); |