Lines Matching refs:aDirection

918 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection1Item&)rSet.Get(SDRATTR_3DSCENE_LIG…  in createNewSdrLightingAttribute()  local
919 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, true)); in createNewSdrLightingAttribute()
925 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection2Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
926 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
932 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection3Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
933 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
939 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection4Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
940 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
946 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection5Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
947 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
953 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection6Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
954 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
960 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection7Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
961 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()
967 …const basegfx::B3DVector aDirection(((const Svx3DLightDirection8Item&)rSet.Get(SDRATTR_3DSCENE_LIG… in createNewSdrLightingAttribute() local
968 aLightVector.push_back(attribute::Sdr3DLightAttribute(aColor, aDirection, false)); in createNewSdrLightingAttribute()