Searched refs:fScaleZ (Results 1 – 4 of 4) sorted by relevance
/aoo41x/main/chart2/source/view/diagram/ |
H A D | VDiagram.cxx | 340 fScaleZ/=fMax; in adjustAspectRatio3d() 343 if( fScaleX<0 || fScaleY<0 || fScaleZ<0 ) in adjustAspectRatio3d() 362 if( fScaleX>0 && fScaleZ>0 ) in adjustAspectRatio3d() 367 fScaleY = (fH/fW)*(sy*fScaleZ+fScaleX)-(sx*fScaleZ); in adjustAspectRatio3d() 378 fScaleX = (fW/fH)*(sx*fScaleZ+fScaleY)-(sy*fScaleZ); in adjustAspectRatio3d() 393 if( fScaleZ<0 ) in adjustAspectRatio3d() 394 fScaleZ = 1.0; in adjustAspectRatio3d() 403 if( fScaleX>0 && fScaleZ>0 ) in adjustAspectRatio3d() 451 if( fScaleZ<0 ) in adjustAspectRatio3d() 452 fScaleZ = 1.0; in adjustAspectRatio3d() [all …]
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/aoo41x/main/chart2/source/view/main/ |
H A D | PlottingPositionHelper.cxx | 162 double fScaleZ = fScaleDirectionZ*FIXED_SIZE_FOR_3D_CHART_VOLUME/fWidthZ; in getTransformationScaledLogicToScene() local 164 aMatrix.scale(fScaleX, fScaleY, fScaleZ); in getTransformationScaledLogicToScene() 175 … aMatrix.translate(0.0, 0.0, -MaxZ*fScaleZ);//z direction in draw is reverse mathematical direction in getTransformationScaledLogicToScene() 177 aMatrix.translate(0.0, 0.0, -MinZ*fScaleZ); in getTransformationScaledLogicToScene() 407 double fScaleZ = fScale; in impl_calculateMatrixUnitCartesianToScene() local 426 fScaleZ = fScaleLogicZ; in impl_calculateMatrixUnitCartesianToScene() 432 aRet.scale(fScaleX, fScaleY, fScaleZ);//x first in impl_calculateMatrixUnitCartesianToScene()
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/aoo41x/main/filter/source/graphicfilter/idxf/ |
H A D | dxfvec.cxx | 62 DXFTransform::DXFTransform(double fScaleX, double fScaleY, double fScaleZ, in DXFTransform() argument 66 aMZ(0.0, 0.0, fScaleZ), in DXFTransform() 72 DXFTransform::DXFTransform(double fScaleX, double fScaleY, double fScaleZ, in DXFTransform() argument 77 aMZ(0.0, 0.0, fScaleZ), in DXFTransform()
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H A D | dxfvec.hxx | 114 DXFTransform(double fScaleX, double fScaleY, double fScaleZ, 118 DXFTransform(double fScaleX, double fScaleY, double fScaleZ,
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