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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media3D / HitTestParameters3D.cs / 1 / HitTestParameters3D.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // History: // 03/16/2004 : [....] - Created // //--------------------------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using MS.Internal.Media3D; using CultureInfo = System.Globalization.CultureInfo; namespace System.Windows.Media.Media3D { ////// Encapsulates a set parameters for performing a 3D hit test. This is an /// abstract base class. /// ////// Internally the HitTestParameters3D is double as the hit testing "context" /// which includes such things as the current LocalToWorld transform, etc. /// public abstract class HitTestParameters3D { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors // Internal to prevent 3rd parties from extending this abstract base class. internal HitTestParameters3D() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Methods // //----------------------------------------------------- internal void PushVisualTransform(Transform3D transform) { Debug.Assert(!HasModelTransformMatrix, "ModelTransform stack should be empty when pusing a visual transform"); if (transform != null && transform != Transform3D.Identity) { _visualTransformStack.Push(transform.Value); } } internal void PushModelTransform(Transform3D transform) { if (transform != null && transform != Transform3D.Identity) { _modelTransformStack.Push(transform.Value); } } internal void PopTransform(Transform3D transform) { if (transform != null && transform != Transform3D.Identity) { if (_modelTransformStack.Count > 0) { _modelTransformStack.Pop(); } else { _visualTransformStack.Pop(); } } } //----------------------------------------------------- // // Internal Properties // //------------------------------------------------------ #region Internal Properties internal bool HasWorldTransformMatrix { get { return _visualTransformStack.Count > 0 || _modelTransformStack.Count > 0; } } internal Matrix3D WorldTransformMatrix { get { Debug.Assert(HasWorldTransformMatrix, "Check HasWorldTransformMatrix before accessing WorldTransformMatrix."); if (_modelTransformStack.IsEmpty) { return _visualTransformStack.Top; } else if (_visualTransformStack.IsEmpty) { return _modelTransformStack.Top; } else { return _modelTransformStack.Top * _visualTransformStack.Top; } } } internal bool HasModelTransformMatrix { get { return _modelTransformStack.Count > 0; } } ////// The ModelTransformMatrix is the transform in the coordinate system /// of the last Visual hit. /// internal Matrix3D ModelTransformMatrix { get { Debug.Assert(HasModelTransformMatrix, "Check HasModelTransformMatrix before accessing ModelTransformMatrix."); return _modelTransformStack.Top; } } ////// True if the hit test origined in 2D (i.e., we projected a /// the ray from a point on a Viewport3DVisual.) /// internal bool HasHitTestProjectionMatrix { get { return _hitTestProjectionMatrix != null; } } ////// The projection matrix can be set to give additional /// information about a hit test that originated from a camera. /// When any 3D point is projected using the matrix it ends up /// at an x,y location (after homogeneous divide) that is a /// constant translation of its location in the camera's /// viewpoint. /// /// All points on the ray project to 0,0 /// /// The RayFromViewportPoint methods will set this matrix up. /// This matrix is needed to implement hit testing of the magic /// line, which is not intersected by any rays not produced /// using RayFromViewportPoint. /// /// It is being added to HitTestParameters3D rather than /// RayHitTestParameters3D because it could be generally useful /// to any sort of hit testing that originates from a camera, /// including cone hit testing or the full generalization of 3D /// shape hit testing. /// internal Matrix3D HitTestProjectionMatrix { get { Debug.Assert(HasHitTestProjectionMatrix, "Check HasHitTestProjectionMatrix before accessing HitTestProjectionMatrix."); return _hitTestProjectionMatrix.Value; } set { _hitTestProjectionMatrix = new Matrix3D?(value); } } internal Visual3D CurrentVisual; internal Model3D CurrentModel; internal GeometryModel3D CurrentGeometry; #endregion Internal Properties //----------------------------------------------------- // // Private Fields // //------------------------------------------------------ #region Private Fields private Matrix3D? _hitTestProjectionMatrix = null; private Matrix3DStack _visualTransformStack = new Matrix3DStack(); private Matrix3DStack _modelTransformStack = new Matrix3DStack(); #endregion Private Fields } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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