Files
loongoffice/chart2/source/view/main/PlottingPositionHelper.cxx
Kurt Nordback d0092c5627 tdf#161230 - Pie-of-pie and bar-of-pie chart data labels are misaligned
Implementing label support for of-pie charts. This involves using the existing
pie label code with an added horizontal shift, and adding special (simple)
handling for the bars in bar-of-pie. This also fixes tdf#161228

Change-Id: Ifc7c1f28548caf216aba5c7dc411d05a0c9d8726
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/169566
Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
Tested-by: Jenkins
2024-08-17 08:19:39 +02:00

708 lines
26 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <PlottingPositionHelper.hxx>
#include <CommonConverters.hxx>
#include <Linear3DTransformation.hxx>
#include <VPolarTransformation.hxx>
#include <ShapeFactory.hxx>
#include <PropertyMapper.hxx>
#include <defines.hxx>
#include <com/sun/star/chart/TimeUnit.hpp>
#include <com/sun/star/chart2/AxisType.hpp>
#include <com/sun/star/drawing/Position3D.hpp>
#include <rtl/math.hxx>
namespace chart
{
using namespace ::com::sun::star;
using namespace ::com::sun::star::chart2;
XTransformation2::~XTransformation2() {}
PlottingPositionHelper::PlottingPositionHelper()
: m_bSwapXAndY( false )
, m_nXResolution( 1000 )
, m_nYResolution( 1000 )
, m_nZResolution( 1000 )
, m_bMaySkipPointsInRegressionCalculation( true )
, m_bDateAxis(false)
, m_nTimeResolution( css::chart::TimeUnit::DAY )
, m_aNullDate(30,12,1899)
, m_fScaledCategoryWidth(1.0)
, m_bAllowShiftXAxisPos(false)
, m_bAllowShiftZAxisPos(false)
{
}
PlottingPositionHelper::PlottingPositionHelper( const PlottingPositionHelper& rSource )
: m_aScales( rSource.m_aScales )
, m_aMatrixScreenToScene( rSource.m_aMatrixScreenToScene )
// m_xTransformationLogicToScene( nullptr ) //should be recalculated
, m_bSwapXAndY( rSource.m_bSwapXAndY )
, m_nXResolution( rSource.m_nXResolution )
, m_nYResolution( rSource.m_nYResolution )
, m_nZResolution( rSource.m_nZResolution )
, m_bMaySkipPointsInRegressionCalculation( rSource.m_bMaySkipPointsInRegressionCalculation )
, m_bDateAxis( rSource.m_bDateAxis )
, m_nTimeResolution( rSource.m_nTimeResolution )
, m_aNullDate( rSource.m_aNullDate )
, m_fScaledCategoryWidth( rSource.m_fScaledCategoryWidth )
, m_bAllowShiftXAxisPos( rSource.m_bAllowShiftXAxisPos )
, m_bAllowShiftZAxisPos( rSource.m_bAllowShiftZAxisPos )
{
}
PlottingPositionHelper::~PlottingPositionHelper()
{
}
std::unique_ptr<PlottingPositionHelper> PlottingPositionHelper::clone() const
{
return std::make_unique<PlottingPositionHelper>(*this);
}
std::unique_ptr<PlottingPositionHelper> PlottingPositionHelper::createSecondaryPosHelper( const ExplicitScaleData& rSecondaryScale )
{
auto pRet = clone();
pRet->m_aScales[1]=rSecondaryScale;
return pRet;
}
void PlottingPositionHelper::setTransformationSceneToScreen( const drawing::HomogenMatrix& rMatrix)
{
m_aMatrixScreenToScene = HomogenMatrixToB3DHomMatrix(rMatrix);
m_xTransformationLogicToScene = nullptr;
}
void PlottingPositionHelper::setScales( std::vector< ExplicitScaleData >&& rScales, bool bSwapXAndYAxis )
{
m_aScales = std::move(rScales);
m_bSwapXAndY = bSwapXAndYAxis;
m_xTransformationLogicToScene = nullptr;
}
::chart::XTransformation2* PlottingPositionHelper::getTransformationScaledLogicToScene() const
{
//this is a standard transformation for a cartesian coordinate system
//transformation from 2) to 4) //@todo 2) and 4) need an ink to a document
//we need to apply this transformation to each geometric object because of a bug/problem
//of the old drawing layer (the UNO_NAME_3D_EXTRUDE_DEPTH is an integer value instead of a double )
if(!m_xTransformationLogicToScene)
{
::basegfx::B3DHomMatrix aMatrix;
double MinX = getLogicMinX();
double MinY = getLogicMinY();
double MinZ = getLogicMinZ();
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
double MaxZ = getLogicMaxZ();
AxisOrientation nXAxisOrientation = m_aScales[0].Orientation;
AxisOrientation nYAxisOrientation = m_aScales[1].Orientation;
AxisOrientation nZAxisOrientation = m_aScales[2].Orientation;
//apply scaling
doUnshiftedLogicScaling( &MinX, &MinY, &MinZ );
doUnshiftedLogicScaling( &MaxX, &MaxY, &MaxZ);
if(m_bSwapXAndY)
{
std::swap(MinX,MinY);
std::swap(MaxX,MaxY);
std::swap(nXAxisOrientation,nYAxisOrientation);
}
double fWidthX = MaxX - MinX;
double fWidthY = MaxY - MinY;
double fWidthZ = MaxZ - MinZ;
double fScaleDirectionX = nXAxisOrientation==AxisOrientation_MATHEMATICAL ? 1.0 : -1.0;
double fScaleDirectionY = nYAxisOrientation==AxisOrientation_MATHEMATICAL ? 1.0 : -1.0;
double fScaleDirectionZ = nZAxisOrientation==AxisOrientation_MATHEMATICAL ? -1.0 : 1.0;
double fScaleX = fScaleDirectionX*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthX;
double fScaleY = fScaleDirectionY*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthY;
double fScaleZ = fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ;
aMatrix.scale(fScaleX, fScaleY, fScaleZ);
if( nXAxisOrientation==AxisOrientation_MATHEMATICAL )
aMatrix.translate(-MinX*fScaleX, 0.0, 0.0);
else
aMatrix.translate(-MaxX*fScaleX, 0.0, 0.0);
if( nYAxisOrientation==AxisOrientation_MATHEMATICAL )
aMatrix.translate(0.0, -MinY*fScaleY, 0.0);
else
aMatrix.translate(0.0, -MaxY*fScaleY, 0.0);
if( nZAxisOrientation==AxisOrientation_MATHEMATICAL )
aMatrix.translate(0.0, 0.0, -MaxZ*fScaleZ);//z direction in draw is reverse mathematical direction
else
aMatrix.translate(0.0, 0.0, -MinZ*fScaleZ);
aMatrix = m_aMatrixScreenToScene*aMatrix;
m_xTransformationLogicToScene.reset(new Linear3DTransformation(B3DHomMatrixToHomogenMatrix( aMatrix ), m_bSwapXAndY));
}
return m_xTransformationLogicToScene.get();
}
drawing::Position3D PlottingPositionHelper::transformLogicToScene(
double fX, double fY, double fZ, bool bClip ) const
{
doLogicScaling( &fX,&fY,&fZ );
if(bClip)
clipScaledLogicValues( &fX,&fY,&fZ );
return transformScaledLogicToScene( fX, fY, fZ, false );
}
drawing::Position3D PlottingPositionHelper::transformScaledLogicToScene(
double fX, double fY, double fZ, bool bClip ) const
{
if( bClip )
clipScaledLogicValues( &fX,&fY,&fZ );
drawing::Position3D aPos( fX, fY, fZ);
::chart::XTransformation2* pTransformation =
getTransformationScaledLogicToScene();
return pTransformation->transform( aPos );
}
awt::Point PlottingPositionHelper::transformSceneToScreenPosition( const drawing::Position3D& rScenePosition3D
, const rtl::Reference<SvxShapeGroupAnyD>& xSceneTarget
, sal_Int32 nDimensionCount )
{
//@todo would like to have a cheaper method to do this transformation
awt::Point aScreenPoint( static_cast<sal_Int32>(rScenePosition3D.PositionX), static_cast<sal_Int32>(rScenePosition3D.PositionY) );
//transformation from scene to screen (only necessary for 3D):
if(nDimensionCount==3)
{
//create 3D anchor shape
tPropertyNameMap aDummyPropertyNameMap;
rtl::Reference<Svx3DExtrudeObject> xShape3DAnchor = ShapeFactory::createCube( xSceneTarget
, rScenePosition3D,drawing::Direction3D(1,1,1)
, 0, nullptr, aDummyPropertyNameMap);
//get 2D position from xShape3DAnchor
aScreenPoint = xShape3DAnchor->getPosition();
xSceneTarget->remove(xShape3DAnchor);
}
return aScreenPoint;
}
void PlottingPositionHelper::transformScaledLogicToScene( drawing::PolyPolygonShape3D& rPolygon ) const
{
drawing::Position3D aScenePosition;
auto SequenceXRange = asNonConstRange(rPolygon.SequenceX);
auto SequenceYRange = asNonConstRange(rPolygon.SequenceY);
auto SequenceZRange = asNonConstRange(rPolygon.SequenceZ);
for( sal_Int32 nS = rPolygon.SequenceX.getLength(); nS--;)
{
auto xValuesRange = asNonConstRange(SequenceXRange[nS]);
auto yValuesRange = asNonConstRange(SequenceYRange[nS]);
auto zValuesRange = asNonConstRange(SequenceZRange[nS]);
for( sal_Int32 nP = SequenceXRange[nS].getLength(); nP--; )
{
double& fX = xValuesRange[nP];
double& fY = yValuesRange[nP];
double& fZ = zValuesRange[nP];
aScenePosition = transformScaledLogicToScene( fX,fY,fZ,true );
fX = aScenePosition.PositionX;
fY = aScenePosition.PositionY;
fZ = aScenePosition.PositionZ;
}
}
}
void PlottingPositionHelper::transformScaledLogicToScene( std::vector<std::vector<css::drawing::Position3D>>& rPolygon ) const
{
drawing::Position3D aScenePosition;
for( sal_Int32 nS = static_cast<sal_Int32>(rPolygon.size()); nS--;)
{
auto valuesRange = rPolygon[nS].data();
for( sal_Int32 nP = rPolygon[nS].size(); nP--; )
{
double& fX = valuesRange[nP].PositionX;
double& fY = valuesRange[nP].PositionY;
double& fZ = valuesRange[nP].PositionZ;
aScenePosition = transformScaledLogicToScene( fX,fY,fZ,true );
fX = aScenePosition.PositionX;
fY = aScenePosition.PositionY;
fZ = aScenePosition.PositionZ;
}
}
}
void PlottingPositionHelper::clipScaledLogicValues( double* pX, double* pY, double* pZ ) const
{
//get logic clip values:
double MinX = getLogicMinX();
double MinY = getLogicMinY();
double MinZ = getLogicMinZ();
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
double MaxZ = getLogicMaxZ();
//apply scaling
doUnshiftedLogicScaling( &MinX, &MinY, &MinZ );
doUnshiftedLogicScaling( &MaxX, &MaxY, &MaxZ);
if(pX)
{
if( *pX < MinX )
*pX = MinX;
else if( *pX > MaxX )
*pX = MaxX;
}
if(pY)
{
if( *pY < MinY )
*pY = MinY;
else if( *pY > MaxY )
*pY = MaxY;
}
if(pZ)
{
if( *pZ < MinZ )
*pZ = MinZ;
else if( *pZ > MaxZ )
*pZ = MaxZ;
}
}
basegfx::B2DRectangle PlottingPositionHelper::getScaledLogicClipDoubleRect() const
{
//get logic clip values:
double MinX = getLogicMinX();
double MinY = getLogicMinY();
double MinZ = getLogicMinZ();
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
double MaxZ = getLogicMaxZ();
//apply scaling
doUnshiftedLogicScaling( &MinX, &MinY, &MinZ );
doUnshiftedLogicScaling( &MaxX, &MaxY, &MaxZ);
basegfx::B2DRectangle aRet( MinX, MaxY, MaxX, MinY );
return aRet;
}
drawing::Direction3D PlottingPositionHelper::getScaledLogicWidth() const
{
drawing::Direction3D aRet;
double MinX = getLogicMinX();
double MinY = getLogicMinY();
double MinZ = getLogicMinZ();
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
double MaxZ = getLogicMaxZ();
doLogicScaling( &MinX, &MinY, &MinZ );
doLogicScaling( &MaxX, &MaxY, &MaxZ);
aRet.DirectionX = MaxX - MinX;
aRet.DirectionY = MaxY - MinY;
aRet.DirectionZ = MaxZ - MinZ;
return aRet;
}
PolarPlottingPositionHelper::PolarPlottingPositionHelper()
: m_fRadiusOffset(0.0)
, m_fAngleDegreeOffset(90.0)
{
m_bMaySkipPointsInRegressionCalculation = false;
}
PolarPlottingPositionHelper::PolarPlottingPositionHelper( const PolarPlottingPositionHelper& rSource )
: PlottingPositionHelper(rSource)
, m_fRadiusOffset( rSource.m_fRadiusOffset )
, m_fAngleDegreeOffset( rSource.m_fAngleDegreeOffset )
, m_aUnitCartesianToScene( rSource.m_aUnitCartesianToScene )
{
}
PolarPlottingPositionHelper::~PolarPlottingPositionHelper()
{
}
std::unique_ptr<PlottingPositionHelper> PolarPlottingPositionHelper::clone() const
{
return std::make_unique<PolarPlottingPositionHelper>(*this);
}
void PolarPlottingPositionHelper::setTransformationSceneToScreen( const drawing::HomogenMatrix& rMatrix)
{
PlottingPositionHelper::setTransformationSceneToScreen( rMatrix);
m_aUnitCartesianToScene =impl_calculateMatrixUnitCartesianToScene( m_aMatrixScreenToScene );
}
void PolarPlottingPositionHelper::setScales( std::vector< ExplicitScaleData >&& rScales, bool bSwapXAndYAxis )
{
PlottingPositionHelper::setScales( std::move(rScales), bSwapXAndYAxis );
m_aUnitCartesianToScene =impl_calculateMatrixUnitCartesianToScene( m_aMatrixScreenToScene );
}
::basegfx::B3DHomMatrix PolarPlottingPositionHelper::impl_calculateMatrixUnitCartesianToScene( const ::basegfx::B3DHomMatrix& rMatrixScreenToScene ) const
{
::basegfx::B3DHomMatrix aRet;
if( m_aScales.empty() )
return aRet;
double fTranslate =1.0;
double fScale =FIXED_SIZE_FOR_3D_CHART_VOLUME/2.0;
double fTranslateLogicZ;
double fScaleLogicZ;
{
double fScaleDirectionZ = m_aScales[2].Orientation==AxisOrientation_MATHEMATICAL ? 1.0 : -1.0;
double MinZ = getLogicMinZ();
double MaxZ = getLogicMaxZ();
doLogicScaling( nullptr, nullptr, &MinZ );
doLogicScaling( nullptr, nullptr, &MaxZ );
double fWidthZ = MaxZ - MinZ;
if( m_aScales[2].Orientation==AxisOrientation_MATHEMATICAL )
fTranslateLogicZ=MinZ;
else
fTranslateLogicZ=MaxZ;
fScaleLogicZ = fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ;
}
double fTranslateX = fTranslate;
double fTranslateY = fTranslate;
double fTranslateZ = fTranslateLogicZ;
double fScaleX = fScale;
double fScaleY = fScale;
double fScaleZ = fScaleLogicZ;
aRet.translate(fTranslateX, fTranslateY, fTranslateZ);//x first
aRet.scale(fScaleX, fScaleY, fScaleZ);//x first
aRet = rMatrixScreenToScene * aRet;
return aRet;
}
::chart::XTransformation2* PolarPlottingPositionHelper::getTransformationScaledLogicToScene() const
{
if( !m_xTransformationLogicToScene )
m_xTransformationLogicToScene.reset(new VPolarTransformation(*this));
return m_xTransformationLogicToScene.get();
}
double PolarPlottingPositionHelper::getWidthAngleDegree( double& fStartLogicValueOnAngleAxis, double& fEndLogicValueOnAngleAxis ) const
{
const ExplicitScaleData& rAngleScale = m_bSwapXAndY ? m_aScales[1] : m_aScales[0];
if( rAngleScale.Orientation != AxisOrientation_MATHEMATICAL )
std::swap( fStartLogicValueOnAngleAxis, fEndLogicValueOnAngleAxis );
double fStartAngleDegree = transformToAngleDegree( fStartLogicValueOnAngleAxis );
double fEndAngleDegree = transformToAngleDegree( fEndLogicValueOnAngleAxis );
double fWidthAngleDegree = fEndAngleDegree - fStartAngleDegree;
if( ::rtl::math::approxEqual( fStartAngleDegree, fEndAngleDegree )
&& !::rtl::math::approxEqual( fStartLogicValueOnAngleAxis, fEndLogicValueOnAngleAxis ) )
fWidthAngleDegree = 360.0;
// tdf#123504: both 0 and 360 are valid and different values here!
while (fWidthAngleDegree < 0.0)
fWidthAngleDegree += 360.0;
while (fWidthAngleDegree > 360.0)
fWidthAngleDegree -= 360.0;
return fWidthAngleDegree;
}
//This method does a lot of computation for understanding which scale to
//utilize and if reverse orientation should be used. Indeed, for a pie or donut,
//the final result is as simple as multiplying by 360 and adding
//`m_fAngleDegreeOffset`.
double PolarPlottingPositionHelper::transformToAngleDegree( double fLogicValueOnAngleAxis, bool bDoScaling ) const
{
double fRet=0.0;
double fAxisAngleScaleDirection = 1.0;
{
const ExplicitScaleData& rScale = m_bSwapXAndY ? m_aScales[1] : m_aScales[0];
if(rScale.Orientation != AxisOrientation_MATHEMATICAL)
fAxisAngleScaleDirection *= -1.0;
}
double MinAngleValue = 0.0;
double MaxAngleValue = 0.0;
{
double MinX = getLogicMinX();
double MinY = getLogicMinY();
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
double MinZ = getLogicMinZ();
double MaxZ = getLogicMaxZ();
doLogicScaling( &MinX, &MinY, &MinZ );
doLogicScaling( &MaxX, &MaxY, &MaxZ);
MinAngleValue = m_bSwapXAndY ? MinY : MinX;
MaxAngleValue = m_bSwapXAndY ? MaxY : MaxX;
}
double fScaledLogicAngleValue = 0.0;
if(bDoScaling)
{
double fX = m_bSwapXAndY ? getLogicMaxX() : fLogicValueOnAngleAxis;
double fY = m_bSwapXAndY ? fLogicValueOnAngleAxis : getLogicMaxY();
double fZ = getLogicMaxZ();
clipLogicValues( &fX, &fY, &fZ );
doLogicScaling( &fX, &fY, &fZ );
fScaledLogicAngleValue = m_bSwapXAndY ? fY : fX;
}
else
fScaledLogicAngleValue = fLogicValueOnAngleAxis;
fRet = m_fAngleDegreeOffset
+ fAxisAngleScaleDirection*(fScaledLogicAngleValue-MinAngleValue)*360.0
/fabs(MaxAngleValue-MinAngleValue);
// tdf#123504: both 0 and 360 are valid and different values here!
while (fRet > 360.0)
fRet -= 360.0;
while (fRet < 0)
fRet += 360.0;
return fRet;
}
/**
* Given a value in the radius axis scale range, it returns, in the simplest
* case (that is when `m_fRadiusOffset` is zero), the normalized value; when
* `m_fRadiusOffset` is not zero (e.g. as in the case of a donut), the interval
* used for normalization is extended by `m_fRadiusOffset`: if the axis
* orientation is not reversed the new interval becomes
* [scale.Minimum - m_fRadiusOffset, scale.Maximum] else it becomes
* [scale.Minimum, scale.Maximum + m_fRadiusOffset].
* Pay attention here! For the latter case, since the axis orientation is
* reversed, the normalization is reversed too. Indeed, we have
* `transformToRadius(scale.Maximum + m_fRadiusOffset) = 0` and
* `transformToRadius(scale.Minimum) = 1`.
*
* For a pie chart the radius axis scale range is initialized by the
* `getMinimum` and `getMaximum` methods of the `PieChart` object (see notes
* for `VCoordinateSystem::prepareAutomaticAxisScaling`).
* So we have scale.Minimum = 0.5 (always constant!) and
* scale.Maximum = 0.5 + number_of_rings + max_offset
* (see notes for `PieChart::getMaxOffset`).
* Hence we get the following general formulas for computing normalized inner
* and outer radius:
*
* 1- transformToRadius(inner_radius) =
* (number_of_rings - (ring_index + 1) + m_fRadiusOffset)
* / (number_of_rings + max_offset + m_fRadiusOffset)
*
* 2- transformToRadius(outer_radius) =
* (1 + number_of_rings - (ring_index + 1) + m_fRadiusOffset)
* / (number_of_rings + max_offset + m_fRadiusOffset).
*
* Here you have to take into account that values for inner and outer radius
* are swapped since the radius axis is reversed (See notes for
* `PiePositionHelper::getInnerAndOuterRadius`). So indeed inner_radius is
* the outer and outer_radius is the inner. Anyway still because of the reverse
* orientation, the normalization performed by `transformToRadius` is reversed
* too, as we have seen above. Hence `transformToRadius(inner_radius)` is
* really the normalized inner radius and `transformToRadius(outer_radius)` is
* really the normalized outer radius.
*
* Some basic examples where we apply the above formulas:
* 1- For a non-exploded pie chart we have:
* `transformToRadius(inner_radius) = 0`,
* `transformToRadius(outer_radius) = 1`.
* 2- For a non-exploded donut with a single ring we have:
* `transformToRadius(inner_radius) =
* m_fRadiusOffset/(1 + m_fRadiusOffset)`,
* `transformToRadius(outer_radius) =
* (1 + m_fRadiusOffset)/(1 + m_fRadiusOffset) = 1`.
* 3- For an exploded pie chart we have:
* `transformToRadius(inner_radius) = 0/(1 + max_offset) = 0`,
* `transformToRadius(outer_radius) = 1/(1 + max_offset)`.
*
* The third example needs some remark. Both the logical inner and outer
* radius passed to `transformToRadius` are offset by `max_offset`.
* However the returned normalized values do not contain any (normalized)
* offset term at all, otherwise the returned values would be
* `max_offset/(1 + max_offset)` and `1`. Hence, for exploded pie/donut,
* `transformToRadius` returns the normalized value of radii without any
* offset term. These values are smaller than in the non-exploded case by an
* amount equals to the value of the normalized maximum offset
* (`max_offset/(1 + max_offset)` in the example above). That is due to the
* fact that the normalization keeps into account the space needed for the
* offset. This is the correct behavior, in fact the offset for the current
* slice could be different from the maximum offset.
* These remarks should clarify why the `PieChart::createDataPoint` and
* `PieChart::createTextLabelShape` methods add the normalized offset (for the
* current slice) to the normalized radii in order to achieve the correct
* placement of slice and text shapes.
*/
double PolarPlottingPositionHelper::transformToRadius( double fLogicValueOnRadiusAxis, bool bDoScaling ) const
{
double fNormalRadius = 0.0;
{
double fScaledLogicRadiusValue = 0.0;
double fX = m_bSwapXAndY ? fLogicValueOnRadiusAxis: getLogicMaxX();
double fY = m_bSwapXAndY ? getLogicMaxY() : fLogicValueOnRadiusAxis;
if(bDoScaling)
doLogicScaling( &fX, &fY, nullptr );
fScaledLogicRadiusValue = m_bSwapXAndY ? fX : fY;
bool bMinIsInnerRadius = true;
const ExplicitScaleData& rScale = m_bSwapXAndY ? m_aScales[0] : m_aScales[1];
if(rScale.Orientation != AxisOrientation_MATHEMATICAL)
bMinIsInnerRadius = false;
double fInnerScaledLogicRadius=0.0;
double fOuterScaledLogicRadius=0.0;
{
double MinX = getLogicMinX();
double MinY = getLogicMinY();
doLogicScaling( &MinX, &MinY, nullptr );
double MaxX = getLogicMaxX();
double MaxY = getLogicMaxY();
doLogicScaling( &MaxX, &MaxY, nullptr );
double fMin = m_bSwapXAndY ? MinX : MinY;
double fMax = m_bSwapXAndY ? MaxX : MaxY;
fInnerScaledLogicRadius = bMinIsInnerRadius ? fMin : fMax;
fOuterScaledLogicRadius = bMinIsInnerRadius ? fMax : fMin;
}
if( bMinIsInnerRadius )
fInnerScaledLogicRadius -= fabs(m_fRadiusOffset);
else
fInnerScaledLogicRadius += fabs(m_fRadiusOffset);
fNormalRadius = (fScaledLogicRadiusValue-fInnerScaledLogicRadius)/(fOuterScaledLogicRadius-fInnerScaledLogicRadius);
}
return fNormalRadius;
}
drawing::Position3D PolarPlottingPositionHelper::transformLogicToScene( double fX, double fY, double fZ, bool bClip ) const
{
if(bClip)
clipLogicValues( &fX,&fY,&fZ );
double fLogicValueOnAngleAxis = m_bSwapXAndY ? fY : fX;
double fLogicValueOnRadiusAxis = m_bSwapXAndY ? fX : fY;
return transformAngleRadiusToScene( fLogicValueOnAngleAxis, fLogicValueOnRadiusAxis, fZ );
}
drawing::Position3D PolarPlottingPositionHelper::transformScaledLogicToScene( double fX, double fY, double fZ, bool bClip ) const
{
if(bClip)
clipScaledLogicValues( &fX,&fY,&fZ );
double fLogicValueOnAngleAxis = m_bSwapXAndY ? fY : fX;
double fLogicValueOnRadiusAxis = m_bSwapXAndY ? fX : fY;
return transformAngleRadiusToScene( fLogicValueOnAngleAxis, fLogicValueOnRadiusAxis, fZ, false );
}
drawing::Position3D PolarPlottingPositionHelper::transformUnitCircleToScene(
double fUnitAngleDegree, double fUnitRadius,
double fLogicZ ,
const ::basegfx::B3DVector& aOffset) const
{
double fAnglePi = basegfx::deg2rad(fUnitAngleDegree);
double fX=fUnitRadius*std::cos(fAnglePi);
double fY=fUnitRadius*std::sin(fAnglePi);
double fZ=fLogicZ;
//!! applying matrix to vector does ignore translation, so it is important to use a B3DPoint here instead of B3DVector
::basegfx::B3DPoint aPoint(fX,fY,fZ);
aPoint += aOffset;
::basegfx::B3DPoint aRet = m_aUnitCartesianToScene * aPoint;
return B3DPointToPosition3D(aRet);
}
drawing::Position3D PolarPlottingPositionHelper::transformAngleRadiusToScene( double fLogicValueOnAngleAxis, double fLogicValueOnRadiusAxis, double fLogicZ, bool bDoScaling ) const
{
double fUnitAngleDegree = transformToAngleDegree(fLogicValueOnAngleAxis,bDoScaling);
double fUnitRadius = transformToRadius(fLogicValueOnRadiusAxis,bDoScaling);
return transformUnitCircleToScene( fUnitAngleDegree, fUnitRadius, fLogicZ );
}
double PolarPlottingPositionHelper::getOuterLogicRadius() const
{
const ExplicitScaleData& rScale = m_bSwapXAndY ? m_aScales[0] : m_aScales[1];
if( rScale.Orientation==AxisOrientation_MATHEMATICAL )
return rScale.Maximum;
else
return rScale.Minimum;
}
bool PlottingPositionHelper::isPercentY() const
{
return m_aScales[1].AxisType==AxisType::PERCENT;
}
double PlottingPositionHelper::getBaseValueY() const
{
return m_aScales[1].Origin;
}
void PlottingPositionHelper::setTimeResolution( tools::Long nTimeResolution, const Date& rNullDate )
{
m_nTimeResolution = nTimeResolution;
m_aNullDate = rNullDate;
//adapt category width
double fCategoryWidth = 1.0;
if( !m_aScales.empty() )
{
if( m_aScales[0].AxisType == css::chart2::AxisType::DATE )
{
m_bDateAxis = true;
if( nTimeResolution == css::chart::TimeUnit::YEAR )
{
const double fMonthCount = 12.0;//todo: this depends on the DateScaling and must be adjusted in case we use more generic calendars in future
fCategoryWidth = fMonthCount;
}
}
}
setScaledCategoryWidth(fCategoryWidth);
}
void PlottingPositionHelper::setScaledCategoryWidth( double fScaledCategoryWidth )
{
m_fScaledCategoryWidth = fScaledCategoryWidth;
}
void PlottingPositionHelper::AllowShiftXAxisPos( bool bAllowShift )
{
m_bAllowShiftXAxisPos = bAllowShift;
}
void PlottingPositionHelper::AllowShiftZAxisPos( bool bAllowShift )
{
m_bAllowShiftZAxisPos = bAllowShift;
}
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */