33 const sal_Int32 sqrtElements =
static_cast<sal_Int32
>(
35 const double elementEdge = 1.0 / sqrtElements;
37 for ( sal_Int32
pos = sqrtElements;
pos--; )
39 const sal_Int32 xPos = sqrtElements -
pos - 1;
40 const double yPos = ::basegfx::pruneScaleValue( ((
pos + 1) * elementEdge) - 1.0 );
42 ::basegfx::pruneScaleValue( xPos * elementEdge ),
45 ::basegfx::pruneScaleValue( (xPos + 1) * elementEdge ),
void setB2DPoint(sal_uInt32 nIndex, const basegfx::B2DPoint &rValue)
void transform(const basegfx::B2DHomMatrix &rMatrix)
void append(const basegfx::B2DPoint &rPoint, sal_uInt32 nCount)
void setClosed(bool bNew)
WaterfallWipe(sal_Int32 nElements, bool flipOnYAxis)
::basegfx::B2DPolygon m_waterfall
virtual ::basegfx::B2DPolyPolygon operator()(double t) override
Retrieve the poly-polygon for value t.
B2DHomMatrix createTranslateB2DHomMatrix(double fTranslateX, double fTranslateY)
::basegfx::B2DPolyPolygon flipOnYAxis(::basegfx::B2DPolyPolygon const &polypoly)
Flips on Y-axis: