Kaydet (Commit) f6b2ace5 authored tarafından Thomas Arnhold's avatar Thomas Arnhold

callcatcher: remove unused methods

üst 6e33eee4
...@@ -58,9 +58,6 @@ class SVX_DLLPUBLIC Camera3D : public Viewport3D ...@@ -58,9 +58,6 @@ class SVX_DLLPUBLIC Camera3D : public Viewport3D
double fFocalLen = 35.0, double fBankAng = 0); double fFocalLen = 35.0, double fBankAng = 0);
Camera3D(); Camera3D();
// Reset to default values
void Reset();
void SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, void SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
double fFocalLen = 35.0, double fBankAng = 0); double fFocalLen = 35.0, double fBankAng = 0);
...@@ -74,19 +71,12 @@ class SVX_DLLPUBLIC Camera3D : public Viewport3D ...@@ -74,19 +71,12 @@ class SVX_DLLPUBLIC Camera3D : public Viewport3D
// Focal length in mm // Focal length in mm
void SetFocalLength(double fLen); void SetFocalLength(double fLen);
void SetFocalLengthWithCorrect(double fLen);
double GetFocalLength() const { return fFocalLength; } double GetFocalLength() const { return fFocalLength; }
// Bank angle links/rechts // Bank angle links/rechts
void SetBankAngle(double fAngle); void SetBankAngle(double fAngle);
double GetBankAngle() const { return fBankAngle; } double GetBankAngle() const { return fBankAngle; }
// For rotating the camera position. Changes LookAt.
void Rotate(double fHAngle, double fVAngle);
// For changing the point of view. Changes the position.
void RotateAroundLookAt(double fHAngle, double fVAngle);
void SetAutoAdjustProjection(bool bAdjust = true) void SetAutoAdjustProjection(bool bAdjust = true)
{ bAutoAdjustProjection = bAdjust; } { bAutoAdjustProjection = bAdjust; }
bool IsAutoAdjustProjection() const { return bAutoAdjustProjection; } bool IsAutoAdjustProjection() const { return bAutoAdjustProjection; }
......
...@@ -52,15 +52,6 @@ Camera3D::Camera3D() ...@@ -52,15 +52,6 @@ Camera3D::Camera3D()
Camera3D(aVector3D, basegfx::B3DPoint()); Camera3D(aVector3D, basegfx::B3DPoint());
} }
void Camera3D::Reset()
{
SetVPD(0);
fBankAngle = fResetBankAngle;
SetPosition(aResetPos);
SetLookAt(aResetLookAt);
SetFocalLength(fResetFocalLength);
}
// Set default values for reset // Set default values for reset
void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
...@@ -212,115 +203,4 @@ void Camera3D::SetFocalLength(double fLen) ...@@ -212,115 +203,4 @@ void Camera3D::SetFocalLength(double fLen)
fFocalLength = fLen; fFocalLength = fLen;
} }
// To rotate the camera position, this changes LookAt
void Camera3D::Rotate(double fHAngle, double fVAngle)
{
basegfx::B3DHomMatrix aTf;
basegfx::B3DVector aDiff(aLookAt - aPosition);
const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
{
aTf.rotate(0.0, 0.0, fVAngle);
}
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
{
aTf.rotate(0.0, fHAngle, 0.0);
}
aDiff *= aTf;
SetLookAt(aPosition + aDiff);
}
// To rotate the view point, this changes the position
void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
{
basegfx::B3DHomMatrix aTf;
basegfx::B3DVector aDiff(aPosition - aLookAt);
const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
{
aTf.rotate(0.0, 0.0, fVAngle);
}
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
{
aTf.rotate(0.0, fHAngle, 0.0);
}
aDiff *= aTf;
SetPosition(aLookAt + aDiff);
}
// ??? this probably sets the projection plane in a certain depth
void Camera3D::SetFocalLengthWithCorrect(double fLen)
{
if ( fLen < 5.0 )
{
fLen = 5.0;
}
SetPRP(basegfx::B3DPoint(0.0, 0.0, aPRP.getZ() * fLen / fFocalLength));
fFocalLength = fLen;
}
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
...@@ -70,15 +70,11 @@ class SdXMLImExTransform2D ...@@ -70,15 +70,11 @@ class SdXMLImExTransform2D
public: public:
SdXMLImExTransform2D() {} SdXMLImExTransform2D() {}
SdXMLImExTransform2D(const rtl::OUString& rNew, const SvXMLUnitConverter& rConv);
~SdXMLImExTransform2D() { EmptyList(); } ~SdXMLImExTransform2D() { EmptyList(); }
void AddRotate(double fNew); void AddRotate(double fNew);
void AddScale(const ::basegfx::B2DTuple& rNew);
void AddTranslate(const ::basegfx::B2DTuple& rNew); void AddTranslate(const ::basegfx::B2DTuple& rNew);
void AddSkewX(double fNew); void AddSkewX(double fNew);
void AddSkewY(double fNew);
void AddMatrix(const ::basegfx::B2DHomMatrix& rNew);
bool NeedsAction() const { return !maList.empty(); } bool NeedsAction() const { return !maList.empty(); }
void GetFullTransform(::basegfx::B2DHomMatrix& rFullTrans); void GetFullTransform(::basegfx::B2DHomMatrix& rFullTrans);
...@@ -100,11 +96,6 @@ public: ...@@ -100,11 +96,6 @@ public:
SdXMLImExTransform3D(const rtl::OUString& rNew, const SvXMLUnitConverter& rConv); SdXMLImExTransform3D(const rtl::OUString& rNew, const SvXMLUnitConverter& rConv);
~SdXMLImExTransform3D() { EmptyList(); } ~SdXMLImExTransform3D() { EmptyList(); }
void AddRotateX(double fNew);
void AddRotateY(double fNew);
void AddRotateZ(double fNew);
void AddScale(const ::basegfx::B3DTuple& rNew);
void AddTranslate(const ::basegfx::B3DTuple& rNew);
void AddMatrix(const ::basegfx::B3DHomMatrix& rNew); void AddMatrix(const ::basegfx::B3DHomMatrix& rNew);
void AddHomogenMatrix(const com::sun::star::drawing::HomogenMatrix& xHomMat); void AddHomogenMatrix(const com::sun::star::drawing::HomogenMatrix& xHomMat);
......
...@@ -491,15 +491,6 @@ SdXMLImport::~SdXMLImport() throw () ...@@ -491,15 +491,6 @@ SdXMLImport::~SdXMLImport() throw ()
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
void SdXMLImport::SetProgress(sal_Int32 nProg)
{
// set progress view
if(mxStatusIndicator.is())
mxStatusIndicator->setValue(nProg);
}
//////////////////////////////////////////////////////////////////////////////
const SvXMLTokenMap& SdXMLImport::GetDocElemTokenMap() const SvXMLTokenMap& SdXMLImport::GetDocElemTokenMap()
{ {
if(!mpDocElemTokenMap) if(!mpDocElemTokenMap)
...@@ -853,14 +844,6 @@ SvXMLImportContext *SdXMLImport::CreateFontDeclsContext(const OUString& rLocalNa ...@@ -853,14 +844,6 @@ SvXMLImportContext *SdXMLImport::CreateFontDeclsContext(const OUString& rLocalNa
return pFSContext; return pFSContext;
} }
//////////////////////////////////////////////////////////////////////////////
// import pool defaults. Parameter contains pool defaults read
// from input data. These data needs to be set at the model.
//
void SdXMLImport::ImportPoolDefaults(const XMLPropStyleContext*)
{
}
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
SvXMLImportContext *SdXMLImport::CreateScriptContext( SvXMLImportContext *SdXMLImport::CreateScriptContext(
......
...@@ -255,8 +255,6 @@ public: ...@@ -255,8 +255,6 @@ public:
// XInitialization // XInitialization
virtual void SAL_CALL initialize( const ::com::sun::star::uno::Sequence< ::com::sun::star::uno::Any >& aArguments ) throw(::com::sun::star::uno::Exception, ::com::sun::star::uno::RuntimeException); virtual void SAL_CALL initialize( const ::com::sun::star::uno::Sequence< ::com::sun::star::uno::Any >& aArguments ) throw(::com::sun::star::uno::Exception, ::com::sun::star::uno::RuntimeException);
void SetProgress(sal_Int32 nProg);
virtual void SetViewSettings(const com::sun::star::uno::Sequence<com::sun::star::beans::PropertyValue>& aViewProps); virtual void SetViewSettings(const com::sun::star::uno::Sequence<com::sun::star::beans::PropertyValue>& aViewProps);
virtual void SetConfigurationSettings(const com::sun::star::uno::Sequence<com::sun::star::beans::PropertyValue>& aConfigProps); virtual void SetConfigurationSettings(const com::sun::star::uno::Sequence<com::sun::star::beans::PropertyValue>& aConfigProps);
...@@ -312,10 +310,6 @@ public: ...@@ -312,10 +310,6 @@ public:
sal_Bool IsDraw() const { return mbIsDraw; } sal_Bool IsDraw() const { return mbIsDraw; }
sal_Bool IsImpress() const { return !mbIsDraw; } sal_Bool IsImpress() const { return !mbIsDraw; }
// import pool defaults. Parameter contains pool defaults read
// from input data. These data needs to be set at the model.
void ImportPoolDefaults(const XMLPropStyleContext* pPool);
// #80365# // #80365#
virtual void SetStatistics( virtual void SetStatistics(
const ::com::sun::star::uno::Sequence< ::com::sun::star::beans::NamedValue> & i_rStats); const ::com::sun::star::uno::Sequence< ::com::sun::star::beans::NamedValue> & i_rStats);
......
...@@ -44,11 +44,6 @@ using ::rtl::OUString; ...@@ -44,11 +44,6 @@ using ::rtl::OUString;
//------------------------------------------------------------------ //------------------------------------------------------------------
SdXMLViewSettingsContext::SdXMLViewSettingsContext( SdXMLImport& rImport, sal_uInt16 nPrfx, const OUString& rLName, const uno::Reference<xml::sax::XAttributeList>& ) :
SvXMLImportContext( rImport, nPrfx, rLName )
{
}
SdXMLViewSettingsContext::~SdXMLViewSettingsContext() SdXMLViewSettingsContext::~SdXMLViewSettingsContext()
{ {
} }
......
...@@ -40,9 +40,6 @@ class SdXMLViewSettingsContext : public SvXMLImportContext ...@@ -40,9 +40,6 @@ class SdXMLViewSettingsContext : public SvXMLImportContext
::com::sun::star::awt::Rectangle maVisArea; ::com::sun::star::awt::Rectangle maVisArea;
public: public:
SdXMLViewSettingsContext( SdXMLImport& rImport, sal_uInt16 nPrfx, const rtl::OUString& rLName,
const ::com::sun::star::uno::Reference<
::com::sun::star::xml::sax::XAttributeList>& xAttrList);
virtual ~SdXMLViewSettingsContext(); virtual ~SdXMLViewSettingsContext();
virtual SvXMLImportContext *CreateChildContext( sal_uInt16 nPrefix, virtual SvXMLImportContext *CreateChildContext( sal_uInt16 nPrefix,
......
...@@ -386,12 +386,6 @@ void SdXMLImExTransform2D::AddRotate(double fNew) ...@@ -386,12 +386,6 @@ void SdXMLImExTransform2D::AddRotate(double fNew)
maList.push_back(new ImpSdXMLExpTransObj2DRotate(fNew)); maList.push_back(new ImpSdXMLExpTransObj2DRotate(fNew));
} }
void SdXMLImExTransform2D::AddScale(const ::basegfx::B2DTuple& rNew)
{
if(1.0 != rNew.getX() || 1.0 != rNew.getY())
maList.push_back(new ImpSdXMLExpTransObj2DScale(rNew));
}
void SdXMLImExTransform2D::AddTranslate(const ::basegfx::B2DTuple& rNew) void SdXMLImExTransform2D::AddTranslate(const ::basegfx::B2DTuple& rNew)
{ {
if(!rNew.equalZero()) if(!rNew.equalZero())
...@@ -404,18 +398,6 @@ void SdXMLImExTransform2D::AddSkewX(double fNew) ...@@ -404,18 +398,6 @@ void SdXMLImExTransform2D::AddSkewX(double fNew)
maList.push_back(new ImpSdXMLExpTransObj2DSkewX(fNew)); maList.push_back(new ImpSdXMLExpTransObj2DSkewX(fNew));
} }
void SdXMLImExTransform2D::AddSkewY(double fNew)
{
if(fNew != 0.0)
maList.push_back(new ImpSdXMLExpTransObj2DSkewY(fNew));
}
void SdXMLImExTransform2D::AddMatrix(const ::basegfx::B2DHomMatrix& rNew)
{
if(!rNew.isIdentity())
maList.push_back(new ImpSdXMLExpTransObj2DMatrix(rNew));
}
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// gen string for export // gen string for export
const OUString& SdXMLImExTransform2D::GetExportString(const SvXMLUnitConverter& rConv) const OUString& SdXMLImExTransform2D::GetExportString(const SvXMLUnitConverter& rConv)
...@@ -519,13 +501,6 @@ const OUString& SdXMLImExTransform2D::GetExportString(const SvXMLUnitConverter& ...@@ -519,13 +501,6 @@ const OUString& SdXMLImExTransform2D::GetExportString(const SvXMLUnitConverter&
return msString; return msString;
} }
//////////////////////////////////////////////////////////////////////////////
// for Import: constructor with string, parses it and generates entries
SdXMLImExTransform2D::SdXMLImExTransform2D(const OUString& rNew, const SvXMLUnitConverter& rConv)
{
SetString(rNew, rConv);
}
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// sets new string, parses it and generates entries // sets new string, parses it and generates entries
void SdXMLImExTransform2D::SetString(const OUString& rNew, const SvXMLUnitConverter& rConv) void SdXMLImExTransform2D::SetString(const OUString& rNew, const SvXMLUnitConverter& rConv)
...@@ -836,36 +811,6 @@ void SdXMLImExTransform3D::EmptyList() ...@@ -836,36 +811,6 @@ void SdXMLImExTransform3D::EmptyList()
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// add members // add members
void SdXMLImExTransform3D::AddRotateX(double fNew)
{
if(fNew != 0.0)
maList.push_back(new ImpSdXMLExpTransObj3DRotateX(fNew));
}
void SdXMLImExTransform3D::AddRotateY(double fNew)
{
if(fNew != 0.0)
maList.push_back(new ImpSdXMLExpTransObj3DRotateY(fNew));
}
void SdXMLImExTransform3D::AddRotateZ(double fNew)
{
if(fNew != 0.0)
maList.push_back(new ImpSdXMLExpTransObj3DRotateZ(fNew));
}
void SdXMLImExTransform3D::AddScale(const ::basegfx::B3DTuple& rNew)
{
if(1.0 != rNew.getX() || 1.0 != rNew.getY() || 1.0 != rNew.getZ())
maList.push_back(new ImpSdXMLExpTransObj3DScale(rNew));
}
void SdXMLImExTransform3D::AddTranslate(const ::basegfx::B3DTuple& rNew)
{
if(!rNew.equalZero())
maList.push_back(new ImpSdXMLExpTransObj3DTranslate(rNew));
}
void SdXMLImExTransform3D::AddMatrix(const ::basegfx::B3DHomMatrix& rNew) void SdXMLImExTransform3D::AddMatrix(const ::basegfx::B3DHomMatrix& rNew)
{ {
if(!rNew.isIdentity()) if(!rNew.isIdentity())
......
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