Kaydet (Commit) e3a87ef2 authored tarafından Markus Mohrhard's avatar Markus Mohrhard Kaydeden (comit) Fridrich Štrba

hardcode default camera height

instead of having the magic number in 5 places

Change-Id: I2550671572dcc36d9a710e56d9d9c1e99f732843
üst 0cf3d6c6
...@@ -62,6 +62,7 @@ namespace { ...@@ -62,6 +62,7 @@ namespace {
const float TEXT_HEIGHT = 15.0f; const float TEXT_HEIGHT = 15.0f;
const sal_uLong TIMEOUT = 5; const sal_uLong TIMEOUT = 5;
const float DEFAULT_CAMERA_HEIGHT = 200.0f;
float calculateTextWidth(const OUString& rText) float calculateTextWidth(const OUString& rText)
{ {
...@@ -255,7 +256,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer ...@@ -255,7 +256,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
mnMaxX = nMaxPointCount * (nBarSizeX + nBarDistanceX) + 40; mnMaxX = nMaxPointCount * (nBarSizeX + nBarDistanceX) + 40;
mnMaxY = nSeriesIndex * (nBarSizeY + nBarDistanceY) + 40; mnMaxY = nSeriesIndex * (nBarSizeY + nBarDistanceY) + 40;
maCameraPosition = glm::vec3(-30, -30, 200); maCameraPosition = glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT);
mpCamera->setPosition(maCameraPosition); mpCamera->setPosition(maCameraPosition);
maCameraDirection = glm::vec3(mnMaxX/2, mnMaxY/2, 0); maCameraDirection = glm::vec3(mnMaxX/2, mnMaxY/2, 0);
mpCamera->setDirection(maCameraDirection); mpCamera->setDirection(maCameraDirection);
...@@ -355,29 +356,29 @@ glm::vec3 GL3DBarChart::getCornerPosition(sal_Int8 nId) ...@@ -355,29 +356,29 @@ glm::vec3 GL3DBarChart::getCornerPosition(sal_Int8 nId)
{ {
case 0: case 0:
{ {
return glm::vec3(-30, -30, 200); return glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT);
} }
break; break;
case 1: case 1:
{ {
return glm::vec3(mnMaxX, -30, 200); return glm::vec3(mnMaxX, -30, DEFAULT_CAMERA_HEIGHT);
} }
break; break;
case 2: case 2:
{ {
return glm::vec3(mnMaxX, mnMaxY, 200); return glm::vec3(mnMaxX, mnMaxY, DEFAULT_CAMERA_HEIGHT);
} }
break; break;
case 3: case 3:
{ {
return glm::vec3(-30, mnMaxY, 200); return glm::vec3(-30, mnMaxY, DEFAULT_CAMERA_HEIGHT);
} }
break; break;
default: default:
assert(false); assert(false);
} }
return glm::vec3(-30, -30, 200); return glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT);
} }
void GL3DBarChart::moveToCorner() void GL3DBarChart::moveToCorner()
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment