MeshGeometry3D.cs source code in C# .NET

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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media3D / MeshGeometry3D.cs / 2 / MeshGeometry3D.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// 
// Description: 3D mesh implementation. 
//
//              See spec at [....]/medialayer/Specifications/Avalon3D%20API%20Spec.mht 
//
// History:
//  06/10/2004 : [....] - Created from Mesh3D.cs (deprecated)
// 
//---------------------------------------------------------------------------
 
using MS.Internal; 
using MS.Internal.Media3D;
using MS.Internal.PresentationCore; 
using MS.Utility;
using System;
using System.Diagnostics;
using System.Windows.Markup; 
using System.Windows.Media.Composition;
 
namespace System.Windows.Media.Media3D 
{
    ///  
    ///     MeshGeometry3D a straightforward triangle primitive.
    /// 
    public sealed partial class MeshGeometry3D : Geometry3D
    { 
        //-----------------------------------------------------
        // 
        //  Constructors 
        //
        //----------------------------------------------------- 
        #region Constructors

        /// 
        ///     Default Constructor. 
        /// 
        public MeshGeometry3D() {} 
 
        #endregion Constructors
 
        //------------------------------------------------------
        //
        //  Public Methods
        // 
        //-----------------------------------------------------
 
        #region Public Methods 

        ///  
        ///     Get bounds for this MeshGeometry3D.
        /// 
        public override Rect3D Bounds
        { 
            get
            { 
                ReadPreamble(); 

                if (_cachedBounds.IsEmpty) 
                {
                    UpdateCachedBounds();
                }
 
                Debug_VerifyCachedBounds();
 
                return _cachedBounds; 
            }
        } 

        #endregion Public Methods

        //------------------------------------------------------ 
        //
        //  Public Properties 
        // 
        //------------------------------------------------------
 
        //-----------------------------------------------------
        //
        //  Protected Methods
        // 
        //------------------------------------------------------
 
        #region Protected Methods 

        ///  
        ///     Overriden to clear our bounds cache.
        /// 
        protected override void OnPropertyChanged(DependencyPropertyChangedEventArgs e)
        { 
            if (e.IsAValueChange || e.IsASubPropertyChange)
            { 
                DependencyProperty dp = e.Property; 
                // We invalidate the cache here rather than in the InvalidateResourcePositions method
                // because the later is not invoked in the event that the Point3DCollection is swapped 
                // out from underneath us.  (In that case, the resource invalidation takes a different
                // code path.)

                if (dp == MeshGeometry3D.PositionsProperty) 
                {
                    SetCachedBoundsDirty(); 
                } 
            }
 
            base.OnPropertyChanged(e);
        }

        #endregion Protected Methods 

        //----------------------------------------------------- 
        // 
        //  Internal Methods
        // 
        //-----------------------------------------------------

        #region Internal Methods
 
        internal Rect GetTextureCoordinateBounds()
        { 
            PointCollection tx = TextureCoordinates; 

            int count = (tx == null) ? 0 : tx.Count; 

            if (count > 0)
            {
                Point ptMin = tx[0]; 
                Point ptMax = tx[0];
 
                for (int i = 1; i < count; i++) 
                {
                    Point txPt = tx.Internal_GetItem(i); 
                    double txx = txPt.X;

                    if (ptMin.X > txx)
                    { 
                        ptMin.X = txx;
                    } 
                    else if (ptMax.X < txx) 
                    {
                        ptMax.X = txx; 
                    }

                    double txy = txPt.Y;
 
                    if (ptMin.Y > txy)
                    { 
                        ptMin.Y = txy; 
                    }
                    else if (ptMax.Y < txy) 
                    {
                        ptMax.Y = txy;
                    }
                } 

                return new Rect(ptMin, ptMax); 
            } 
            else
            { 
                return Rect.Empty;
            }
        }
 
        //
        // Hits the ray against the mesh 
        // 
        internal override void RayHitTestCore(
            RayHitTestParameters rayParams, 
            FaceType hitTestableFaces)
        {
            Debug.Assert(hitTestableFaces != FaceType.None,
                "Caller should make sure we're trying to hit something"); 

            Point3DCollection positions = Positions; 
            if (positions == null) 
            {
                return; 
            }

            Point3D origin;
            Vector3D direction; 

            rayParams.GetLocalLine(out origin, out direction); 
 
            Int32Collection indices = TriangleIndices;
 
            // In the line case, we want to hit test all faces because we don't
            // have a direction. This may differ from what faces we want to
            // accept.
            FaceType facesToHit; 
            if (rayParams.IsRay)
            { 
                facesToHit = hitTestableFaces; 
            }
            else 
            {
                facesToHit = FaceType.Front | FaceType.Back;
            }
 

            // 
            // This code duplication is unfortunate but necessary. Breaking it down into methods 
            // further significantly impacts performance. About 5% improvement could be made
            // by unrolling this code below even more. 
            //
            // If futher perf investigation is done with this code, be sure to test NGEN assemblies only
            // as JIT produces different, faster code than NGEN.
            // 

            if (indices == null || indices.Count == 0) 
            { 
                FrugalStructList ps = positions._collection;
                int count = ps.Count - (ps.Count % 3); 

                for (int i = count - 1; i >= 2; i -= 3)
                {
                    int i0 = i - 2; 
                    int i1 = i - 1;
                    int i2 = i; 
 
                    Point3D v0 = ps[i0];
                    Point3D v1 = ps[i1]; 
                    Point3D v2 = ps[i2];

                    double hitTime;
                    Point barycentric; 

                    // The line hit test is equivalent to a double sided 
                    // triangle hit because it doesn't cull triangles based 
                    // on winding
                    if (LineUtil.ComputeLineTriangleIntersection( 
                            facesToHit,
                            ref origin,
                            ref direction,
                            ref v0, 
                            ref v1,
                            ref v2, 
                            out barycentric, 
                            out hitTime
                            ) 
                        )
                    {

                        if (rayParams.IsRay) 
                        {
                            ValidateRayHit( 
                                rayParams, 
                                ref origin,
                                ref direction, 
                                hitTime,
                                i0,
                                i1,
                                i2, 
                                ref barycentric
                                ); 
                        } 
                        else
                        { 
                            ValidateLineHit(
                                rayParams,
                                hitTestableFaces,
                                i0, 
                                i1,
                                i2, 
                                ref v0, 
                                ref v1,
                                ref v2, 
                                ref barycentric
                                );
                        }
                    } 
                }
 
            } 
            else // indexed mesh
            { 
                FrugalStructList ps = positions._collection;
                FrugalStructList idcs = indices._collection;

                int count = idcs.Count; 
                int limit = ps.Count;
 
                for (int i = 2; i < count; i += 3) 
                {
                    int i0 = idcs[i - 2]; 
                    int i1 = idcs[i - 1];
                    int i2 = idcs[i];

                    // Quit if we encounter an index out of range. 
                    // This is okay because the triangles we ignore are not rendered.
                    //  (see: CMilMeshGeometry3DDuce::Realize) 
                    if ((0 > i0 || i0 >= limit) || 
                        (0 > i1 || i1 >= limit) ||
                        (0 > i2 || i2 >= limit)) 
                    {
                        break;
                    }
 
                    Point3D v0 = ps[i0];
                    Point3D v1 = ps[i1]; 
                    Point3D v2 = ps[i2]; 

                    double hitTime; 
                    Point barycentric;

                    if (LineUtil.ComputeLineTriangleIntersection(
                            facesToHit, 
                            ref origin,
                            ref direction, 
                            ref v0, 
                            ref v1,
                            ref v2, 
                            out barycentric,
                            out hitTime
                            )
                        ) 
                    {
                        if (rayParams.IsRay) 
                        { 
                            ValidateRayHit(
                                rayParams, 
                                ref origin,
                                ref direction,
                                hitTime,
                                i0, 
                                i1,
                                i2, 
                                ref barycentric 
                                );
                        } 
                        else
                        {
                            ValidateLineHit(
                                rayParams, 
                                hitTestableFaces,
                                i0, 
                                i1, 
                                i2,
                                ref v0, 
                                ref v1,
                                ref v2,
                                ref barycentric
                                ); 
                        }
                    } 
                } 
            }
        } 

        #endregion Internal Methods

        //----------------------------------------------------- 
        //
        //  Private Methods 
        // 
        //------------------------------------------------------
 
        #region Private Methods

        //
        // Processes a ray-triangle intersection to see if it's a valid hit. Unnecessary faces 
        // have already been culled by the ray-triange intersection routines.
        // 
        // Shares some code with ValidateLineHit 
        //
        private void ValidateRayHit( 
            RayHitTestParameters rayParams,
            ref Point3D origin,
            ref Vector3D direction,
            double hitTime, 
            int i0,
            int i1, 
            int i2, 
            ref Point barycentric
            ) 
        {
            if (hitTime > 0)
            {
                Matrix3D worldTransformMatrix = rayParams.HasWorldTransformMatrix ? rayParams.WorldTransformMatrix : Matrix3D.Identity; 

                Point3D pointHit = origin + hitTime * direction; 
 
                Point3D worldPointHit = pointHit;
                worldTransformMatrix.MultiplyPoint(ref worldPointHit); 

                // If we have a HitTestProjectionMatrix than this hit test originated
                // at a Viewport3DVisual.
                if (rayParams.HasHitTestProjectionMatrix) 
                {
                    // To test if we are in front of the far clipping plane what we 
                    // do conceptually is project our hit point in world space into 
                    // homogenous space and verify that it is on the correct side of
                    // the Z=1 plane. 
                    //
                    // To save some cycles we only bother computing Z and W of the
                    // projected point and use a simple Z/W > 1 test to see if we
                    // are past the far plane. 
                    //
                    // NOTE: HitTestProjectionMatrix is not just the camera matrices. 
                    //       It has an additional translation to move the ray to the 
                    //       origin.  This extra translation does not effect this test.
 
                    Matrix3D m = rayParams.HitTestProjectionMatrix;

                    // We directly substitute 1 for p.W below:
                    double pz = worldPointHit.X * m.M13 + worldPointHit.Y * m.M23 + worldPointHit.Z * m.M33 + m.OffsetZ; 
                    double pw = worldPointHit.X * m.M14 + worldPointHit.Y * m.M24 + worldPointHit.Z * m.M34 + m.M44;
 
                    // Early exit if pz/pw > 1.  The negated logic is to reject NaNs. 
                    if (!(pz / pw <= 1))
                    { 
                        return;
                    }

                    Debug.Assert(!double.IsInfinity(pz / pw) && !double.IsNaN(pz / pw), 
                        "Expected near/far tests to cull -Inf/+Inf and NaN.");
                } 
 
                double dist = (worldPointHit - rayParams.Origin).Length;
                Debug.Assert(dist > 0, String.Format("Distance is negative: {0}", dist)); 

                if (rayParams.HasModelTransformMatrix)
                {
                    rayParams.ModelTransformMatrix.MultiplyPoint(ref pointHit); 
                }
 
                rayParams.ReportResult(this, pointHit, dist, i0, i1, i2, barycentric); 
            }
        } 

        //
        // Processes a ray-line intersection to see if it's a valid hit.
        // 
        // Shares some code with ValidateRayHit
        // 
        private void ValidateLineHit( 
            RayHitTestParameters rayParams,
            FaceType facesToHit, 
            int i0,
            int i1,
            int i2,
            ref Point3D v0, 
            ref Point3D v1,
            ref Point3D v2, 
            ref Point barycentric 
            )
        { 
            Matrix3D worldTransformMatrix = rayParams.HasWorldTransformMatrix ? rayParams.WorldTransformMatrix : Matrix3D.Identity;

            // OK, we have an intersection with the LINE but that could be wrong on three
            // accounts: 
            //   1. We could have hit the line on the wrong side of the ray's origin.
            //   2. We may need to cull the intersection if it's beyond the far clipping 
            //      plane (only if the hit test originated from a Viewport3DVisual.) 
            //   3. We could have hit a back-facing triangle
            // We will transform the hit point back into world space to check these 
            // things & compute the correct distance from the origin to the hit point.

            // Hit point in model space
            Point3D pointHit = M3DUtil.Interpolate(ref v0, ref v1, ref v2, ref barycentric); 

            Point3D worldPointHit = pointHit; 
            worldTransformMatrix.MultiplyPoint(ref worldPointHit); 

            // Vector from origin to hit point 
            Vector3D hitVector = worldPointHit - rayParams.Origin;
            Vector3D originalDirection = rayParams.Direction;
            double rayDistanceUnnormalized = Vector3D.DotProduct(originalDirection, hitVector);
 
            if (rayDistanceUnnormalized > 0)
            { 
                // If we have a HitTestProjectionMatrix than this hit test originated 
                // at a Viewport3DVisual.
                if (rayParams.HasHitTestProjectionMatrix) 
                {
                    // To test if we are in front of the far clipping plane what we
                    // do conceptually is project our hit point in world space into
                    // homogenous space and verify that it is on the correct side of 
                    // the Z=1 plane.
                    // 
                    // To save some cycles we only bother computing Z and W of the 
                    // projected point and use a simple Z/W > 1 test to see if we
                    // are past the far plane. 
                    //
                    // NOTE: HitTestProjectionMatrix is not just the camera matrices.
                    //       It has an additional translation to move the ray to the
                    //       origin.  This extra translation does not effect this test. 

                    Matrix3D m = rayParams.HitTestProjectionMatrix; 
 
                    // We directly substitute 1 for p.W below:
                    double pz = worldPointHit.X * m.M13 + worldPointHit.Y * m.M23 + worldPointHit.Z * m.M33 + m.OffsetZ; 
                    double pw = worldPointHit.X * m.M14 + worldPointHit.Y * m.M24 + worldPointHit.Z * m.M34 + m.M44;

                    // Early exit if pz/pw > 1.  The negated logic is to reject NaNs.
                    if (!(pz / pw <= 1)) 
                    {
                        return; 
                    } 

                    Debug.Assert(!double.IsInfinity(pz / pw) && !double.IsNaN(pz / pw), 
                        "Expected near/far tests to cull -Inf/+Inf and NaN.");
                }

                Point3D a = v0, b = v1, c = v2; 

                worldTransformMatrix.MultiplyPoint(ref a); 
                worldTransformMatrix.MultiplyPoint(ref b); 
                worldTransformMatrix.MultiplyPoint(ref c);
 
                Vector3D normal = Vector3D.CrossProduct(b - a, c - a);

                double cullSign = -Vector3D.DotProduct(normal, hitVector);
                double det = worldTransformMatrix.Determinant; 
                bool frontFace = (cullSign > 0) == (det >= 0);
 
                if (((facesToHit & FaceType.Front) == FaceType.Front && frontFace) || ((facesToHit & FaceType.Back) == FaceType.Back && !frontFace)) 
                {
                    double dist = hitVector.Length; 
                    if (rayParams.HasModelTransformMatrix)
                    {
                        rayParams.ModelTransformMatrix.MultiplyPoint(ref pointHit);
                    } 

                    rayParams.ReportResult(this, pointHit, dist, i0, i1, i2, barycentric); 
                } 
            }
        } 


        // Updates the _cachedBounds member to the current bounds of the mesh.
        // This method must be called before accessing _cachedBounds if 
        // _cachedBounds.IsEmpty is true.  Otherwise the _cachedBounds are
        // current and do not need to be recomputed.  See also Debug_VerifyCachedBounds. 
        private void UpdateCachedBounds() 
        {
            Debug.Assert(_cachedBounds.IsEmpty, 
                "PERF: Caller should verify that bounds are dirty before recomputing.");

            _cachedBounds = M3DUtil.ComputeAxisAlignedBoundingBox(Positions);
        } 

        // Sets _cachedBounds to Rect3D.Empty (indicating that the bounds are no 
        // longer valid.) 
        private void SetCachedBoundsDirty()
        { 
            _cachedBounds = Rect3D.Empty;
        }

 
        #endregion Private Methods
 
        //----------------------------------------------------- 
        //
        //  DEBUG 
        //
        //------------------------------------------------------

        #region DEBUG 

        // Always call this method before accessing _cachedBounds.  On 
 
        [Conditional("DEBUG")]
        private void Debug_VerifyCachedBounds() 
        {
            Rect3D actualBounds = M3DUtil.ComputeAxisAlignedBoundingBox(Positions);

            // The funny boolean logic below avoids asserts when the cached 
            // bounds contain NaNs.  (NaN != NaN)
            bool areEqual = 
                !(_cachedBounds.X < actualBounds.X || _cachedBounds.X > actualBounds.X) && 
                !(_cachedBounds.Y < actualBounds.Y || _cachedBounds.Y > actualBounds.Y) &&
                !(_cachedBounds.Z < actualBounds.Z || _cachedBounds.Z > actualBounds.Z) && 
                !(_cachedBounds.SizeX < actualBounds.SizeX || _cachedBounds.SizeX > actualBounds.SizeX) &&
                !(_cachedBounds.SizeY < actualBounds.SizeY || _cachedBounds.SizeY > actualBounds.SizeY) &&
                !(_cachedBounds.SizeZ < actualBounds.SizeZ || _cachedBounds.SizeZ > actualBounds.SizeZ);
 
            if (!areEqual)
            { 
                if (_cachedBounds == Rect3D.Empty) 
                {
                    Debug.Fail("Cached bounds are invalid. Caller needs to check for IsEmpty and call UpdateCachedBounds."); 
                }
                else
                {
                    Debug.Fail("Cached bounds are invalid. We missed a call to SetCachedBoundsDirty."); 
                }
            } 
        } 

        #endregion DEBUG 

        //------------------------------------------------------
        //
        //  Private Fields 
        //
        //----------------------------------------------------- 
 
        #region Private Fields
 
        // If the _cachedBounds are empty it means that the cache is invalid.  The user must
        // check for this case and call UpdateCachedBounds if the cache is invalid.  (There
        // is no way to distinguish between actually caching "Empty" when there are no
        // positions and the cache being invalid - but computing bounds in this case is 
        // very fast.)
        private Rect3D _cachedBounds = Rect3D.Empty; 
 
        #endregion Private Fields
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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