Kaydet (Commit) 1a44a8fc authored tarafından Thomas Arnhold's avatar Thomas Arnhold

callcatcher: clean up B3dTransformationSet

üst aa40ec44
......@@ -161,7 +161,6 @@ public:
// Projection
void SetProjection(const basegfx::B3DHomMatrix& mProject);
const basegfx::B3DHomMatrix& GetProjection();
const basegfx::B3DHomMatrix& GetInvProjection();
// Texture
const basegfx::B2DHomMatrix& GetTexture() { return maTexture; }
......@@ -175,9 +174,7 @@ public:
void SetDeviceRectangle(double fL=-1.0, double fR=1.0, double fB=-1.0, double fT=1.0, sal_Bool bBroadCastChange=sal_True);
double GetDeviceRectangleWidth() const { return mfRightBound - mfLeftBound; }
double GetDeviceRectangleHeight() const { return mfTopBound - mfBottomBound; }
void SetFrontClippingPlane(double fF=0.0);
double GetFrontClippingPlane() { return mfNearBound; }
void SetBackClippingPlane(double fB=1.0);
double GetBackClippingPlane() { return mfFarBound; }
void SetPerspective(sal_Bool bNew);
sal_Bool GetPerspective() { return mbPerspective; }
......@@ -186,16 +183,6 @@ public:
const Rectangle& GetViewportRectangle() { return maViewportRectangle; }
void CalcViewport();
// Transponierte Inverse fuer Vectortransformationen
const basegfx::B3DHomMatrix& GetInvTransObjectToEye();
// Speziell zum Umwandeln von Punkten Objekt -> Device
const basegfx::B3DHomMatrix& GetObjectToDevice();
// Speziell zum Umwandeln von Punkten World -> View
const basegfx::B3DHomMatrix& GetMatFromWorldToView();
const basegfx::B3DHomMatrix& GetInvMatFromWorldToView();
// Bounds des Viewports lesen
const basegfx::B3DVector& GetScale();
const basegfx::B3DVector& GetTranslate();
......@@ -224,7 +211,6 @@ protected:
void PostSetObjectTrans();
void PostSetOrientation();
void PostSetProjection();
void PostSetTexture();
void PostSetViewport();
void CalcMatObjectToDevice();
......
......@@ -233,13 +233,6 @@ const basegfx::B3DHomMatrix& B3dTransformationSet::GetProjection()
return maProjection;
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetInvProjection()
{
if(!mbProjectionValid)
CalcViewport();
return maInvProjection;
}
void B3dTransformationSet::PostSetProjection()
{
// Zuweisen und Inverse bestimmen
......@@ -251,16 +244,6 @@ void B3dTransformationSet::PostSetProjection()
mbWorldToViewValid = sal_False;
}
/*************************************************************************
|*
|* Texturtransformation
|*
\************************************************************************/
void B3dTransformationSet::PostSetTexture()
{
}
/*************************************************************************
|*
|* Viewport-Transformation
......@@ -422,28 +405,6 @@ void B3dTransformationSet::DeviceRectangleChange()
{
}
void B3dTransformationSet::SetFrontClippingPlane(double fF)
{
if(mfNearBound != fF)
{
mfNearBound = fF;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
}
void B3dTransformationSet::SetBackClippingPlane(double fB)
{
if(mfFarBound != fB)
{
mfFarBound = fB;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
}
void B3dTransformationSet::SetPerspective(sal_Bool bNew)
{
if(mbPerspective != bNew)
......@@ -503,13 +464,6 @@ void B3dTransformationSet::CalcMatObjectToDevice()
mbObjectToDeviceValid = sal_True;
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetObjectToDevice()
{
if(!mbObjectToDeviceValid)
CalcMatObjectToDevice();
return maObjectToDevice;
}
void B3dTransformationSet::CalcMatInvTransObjectToEye()
{
maInvTransObjectToEye = maObjectTrans;
......@@ -528,13 +482,6 @@ void B3dTransformationSet::CalcMatInvTransObjectToEye()
mbInvTransObjectToEyeValid = sal_True;
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetInvTransObjectToEye()
{
if(!mbInvTransObjectToEyeValid)
CalcMatInvTransObjectToEye();
return maInvTransObjectToEye;
}
void B3dTransformationSet::CalcMatFromWorldToView()
{
maMatFromWorldToView = maOrientation;
......@@ -550,20 +497,6 @@ void B3dTransformationSet::CalcMatFromWorldToView()
mbWorldToViewValid = sal_True;
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetMatFromWorldToView()
{
if(!mbWorldToViewValid)
CalcMatFromWorldToView();
return maMatFromWorldToView;
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetInvMatFromWorldToView()
{
if(!mbWorldToViewValid)
CalcMatFromWorldToView();
return maInvMatFromWorldToView;
}
/*************************************************************************
|*
|* Direkter Zugriff auf verschiedene Transformationen
......
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