Scene3D.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Core / CSharp / System / Windows / Media3D / Generated / Scene3D.cs / 1 / Scene3D.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see http://wiki/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information.
// 
//---------------------------------------------------------------------------

using MS.Internal;
using MS.Internal.Collections; 
using MS.Internal.PresentationCore;
using MS.Utility; 
using System; 
using System.Collections;
using System.Collections.Generic; 
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Globalization; 
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Text; 
using System.Windows.Markup;
using System.Windows.Media.Media3D.Converters; 
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Composition;
using System.Security; 
using System.Security.Permissions;
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID; 
using System.Windows.Media.Imaging;
// These types are aliased to match the unamanaged names used in interop 
using BOOL = System.UInt32;
using WORD = System.UInt16;
using Float = System.Single;
 
namespace System.Windows.Media.Media3D
{ 
 

 
    sealed partial class Scene3D : Animatable, DUCE.IResource
    {
        //-----------------------------------------------------
        // 
        //  Public Methods
        // 
        //----------------------------------------------------- 

        #region Public Methods 

        /// 
        ///     Shadows inherited Clone() with a strongly typed
        ///     version for convenience. 
        /// 
        public new Scene3D Clone() 
        { 
            return (Scene3D)base.Clone();
        } 

        /// 
        ///     Shadows inherited CloneCurrentValue() with a strongly typed
        ///     version for convenience. 
        /// 
        public new Scene3D CloneCurrentValue() 
        { 
            return (Scene3D)base.CloneCurrentValue();
        } 



 
        #endregion Public Methods
 
        //------------------------------------------------------ 
        //
        //  Public Properties 
        //
        //-----------------------------------------------------

        private static void ModelsPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
 

 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be 
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            {
                return;
            } 

 
            Scene3D target = ((Scene3D) d); 

 
            Model3DGroup oldV = (Model3DGroup) e.OldValue;
            Model3DGroup newV = (Model3DGroup) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target; 
                using (CompositionEngineLock.Acquire())
                { 
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull); 
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel); 
                    }
                }
            }
 
            target.PropertyChanged(ModelsProperty);
        } 
        private static void CameraPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 



            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) 
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children. 
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange &&
               (e.OldValueSource == e.NewValueSource)) 
            {
                return; 
            } 

 
            Scene3D target = ((Scene3D) d);


            Camera oldV = (Camera) e.OldValue; 
            Camera newV = (Camera) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; 
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire())
                {
                    int channelCount = targetResource.GetChannelCount(); 

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) 
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel);
                    } 
                }
            } 
 
            target.PropertyChanged(CameraProperty);
        } 
        private static void ViewportPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            Scene3D target = ((Scene3D) d);
 

            target.PropertyChanged(ViewportProperty); 
        } 

 
        #region Public Properties

        /// 
        ///     Models - Model3DGroup.  Default value is Model3DGroup.EmptyGroup. 
        /// 
        public Model3DGroup Models 
        { 
            get
            { 
                return (Model3DGroup) GetValue(ModelsProperty);
            }
            set
            { 
                SetValueInternal(ModelsProperty, value);
            } 
        } 

        ///  
        ///     Camera - Camera.  Default value is null.
        /// 
        public Camera Camera
        { 
            get
            { 
                return (Camera) GetValue(CameraProperty); 
            }
            set 
            {
                SetValueInternal(CameraProperty, value);
            }
        } 

        ///  
        ///     Viewport - Rect.  Default value is new Rect(0,0,1,1). 
        /// 
        public Rect Viewport 
        {
            get
            {
                return (Rect) GetValue(ViewportProperty); 
            }
            set 
            { 
                SetValueInternal(ViewportProperty, value);
            } 
        }

        #endregion Public Properties
 
        //------------------------------------------------------
        // 
        //  Protected Methods 
        //
        //------------------------------------------------------ 

        #region Protected Methods

        ///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable. 
        protected override Freezable CreateInstanceCore()
        { 
            return new Scene3D();
        }

 

        #endregion ProtectedMethods 
 
        //-----------------------------------------------------
        // 
        //  Internal Methods
        //
        //------------------------------------------------------
 
        #region Internal Methods
 
        ///  
        ///     Critical: This code calls into an unsafe code block
        ///     TreatAsSafe: This code does not return any critical data.It is ok to expose 
        ///     Channels are safe to call into and do not go cross domain and cross process
        /// 
        [SecurityCritical,SecurityTreatAsSafe]
        internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) 
        {
            // If we're told we can skip the channel check, then we must be on channel 
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel)); 

            if (skipOnChannelCheck || _duceResource.IsOnChannel(channel)) 
            {
                base.UpdateResource(channel, skipOnChannelCheck);

                // Read values of properties into local variables 
                Model3DGroup vModels = Models;
                Camera vCamera = Camera; 
 
                // Obtain handles for properties that implement DUCE.IResource
                DUCE.ResourceHandle hModels = vModels != null ? ((DUCE.IResource)vModels).GetHandle(channel) : DUCE.ResourceHandle.Null; 
                DUCE.ResourceHandle hCamera = vCamera != null ? ((DUCE.IResource)vCamera).GetHandle(channel) : DUCE.ResourceHandle.Null;

                // Obtain handles for animated properties
                DUCE.ResourceHandle hViewportAnimations = GetAnimationResourceHandle(ViewportProperty, channel); 

                // Pack & send command packet 
                DUCE.MILCMD_SCENE3D data; 
                unsafe
                { 
                    data.Type = MILCMD.MilCmdScene3D;
                    data.Handle = _duceResource.GetHandle(channel);
                    data.hmodels = hModels;
                    data.hcamera = hCamera; 
                    if (hViewportAnimations.IsNull)
                    { 
                        data.viewport = Viewport; 
                    }
                    data.hViewportAnimations = hViewportAnimations; 

                    // Send packed command structure
                    channel.SendCommand(
                        (byte*)&data, 
                        sizeof(DUCE.MILCMD_SCENE3D));
                } 
            } 
        }
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire())
            {
                if (_duceResource.CreateOrAddRefOnChannel(channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_SCENE3D)) 
                {
                    Model3DGroup vModels = Models; 
                    if (vModels != null) ((DUCE.IResource)vModels).AddRefOnChannel(channel); 
                    Camera vCamera = Camera;
                    if (vCamera != null) ((DUCE.IResource)vCamera).AddRefOnChannel(channel); 

                    AddRefOnChannelAnimations(channel);

 
                    UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ );
                } 
 
                return _duceResource.GetHandle(channel);
            } 
        }
        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        {
            using (CompositionEngineLock.Acquire()) 
            {
                Debug.Assert(_duceResource.IsOnChannel(channel)); 
 
                if (_duceResource.ReleaseOnChannel(channel))
                { 
                    Model3DGroup vModels = Models;
                    if (vModels != null) ((DUCE.IResource)vModels).ReleaseOnChannel(channel);
                    Camera vCamera = Camera;
                    if (vCamera != null) ((DUCE.IResource)vCamera).ReleaseOnChannel(channel); 

                    ReleaseOnChannelAnimations(channel); 
 
                }
            } 
        }
        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel)
        {
            DUCE.ResourceHandle h; 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            { 
                h = _duceResource.GetHandle(channel);
            } 
            return h;
        }
        int DUCE.IResource.GetChannelCount()
        { 
            // must already be in composition lock here
            return _duceResource.GetChannelCount(); 
        } 
        DUCE.Channel DUCE.IResource.GetChannel(int index)
        { 
            // in a lock already
            return _duceResource.GetChannel(index);
        }
 

        #endregion Internal Methods 
 
        //-----------------------------------------------------
        // 
        //  Internal Properties
        //
        //-----------------------------------------------------
 
        #region Internal Properties
 
        // 
        //  This property finds the correct initial size for the _effectiveValues store on the
        //  current DependencyObject as a performance optimization 
        //
        //  This includes:
        //    Models
        //    Camera 
        //    Viewport
        // 
        internal override int EffectiveValuesInitialSize 
        {
            get 
            {
                return 3;
            }
        } 

 
 
        #endregion Internal Properties
 
        //-----------------------------------------------------
        //
        //  Dependency Properties
        // 
        //------------------------------------------------------
 
        #region Dependency Properties 

        ///  
        ///     The DependencyProperty for the Scene3D.Models property.
        /// 
        public static readonly DependencyProperty ModelsProperty;
        ///  
        ///     The DependencyProperty for the Scene3D.Camera property.
        ///  
        public static readonly DependencyProperty CameraProperty; 
        /// 
        ///     The DependencyProperty for the Scene3D.Viewport property. 
        /// 
        public static readonly DependencyProperty ViewportProperty;

        #endregion Dependency Properties 

        //----------------------------------------------------- 
        // 
        //  Internal Fields
        // 
        //------------------------------------------------------

        #region Internal Fields
 

 
        internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource(); 

        internal static Model3DGroup s_Models = Model3DGroup.EmptyGroup; 
        internal static Camera s_Camera = null;
        internal static Rect s_Viewport = new Rect(0,0,1,1);

        #endregion Internal Fields 

 
 
        #region Constructors
 
        //------------------------------------------------------
        //
        //  Constructors
        // 
        //-----------------------------------------------------
 
        static Scene3D() 
        {
            // We check our static default fields which are of type Freezable 
            // to make sure that they are not mutable, otherwise we will throw
            // if these get touched by more than one thread in the lifetime
            // of your app.  (Windows OS Bug #947272)
            // 
            Debug.Assert(s_Models == null || s_Models.IsFrozen,
                "Detected context bound default value Scene3D.s_Models (See OS Bug #947272)."); 
 

            Debug.Assert(s_Camera == null || s_Camera.IsFrozen, 
                "Detected context bound default value Scene3D.s_Camera (See OS Bug #947272).");


            // Initializations 
            Type typeofThis = typeof(Scene3D);
            ModelsProperty = 
                  RegisterProperty("Models", 
                                   typeof(Model3DGroup),
                                   typeofThis, 
                                   Model3DGroup.EmptyGroup,
                                   new PropertyChangedCallback(ModelsPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ false, 
                                   /* coerceValueCallback */ null);
            CameraProperty = 
                  RegisterProperty("Camera", 
                                   typeof(Camera),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(CameraPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ false, 
                                   /* coerceValueCallback */ null);
            ViewportProperty = 
                  RegisterProperty("Viewport", 
                                   typeof(Rect),
                                   typeofThis, 
                                   new Rect(0,0,1,1),
                                   new PropertyChangedCallback(ViewportPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ true, 
                                   /* coerceValueCallback */ null);
        } 
 

 
        #endregion Constructors

    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see http://wiki/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information.
// 
//---------------------------------------------------------------------------

using MS.Internal;
using MS.Internal.Collections; 
using MS.Internal.PresentationCore;
using MS.Utility; 
using System; 
using System.Collections;
using System.Collections.Generic; 
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Globalization; 
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Text; 
using System.Windows.Markup;
using System.Windows.Media.Media3D.Converters; 
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Composition;
using System.Security; 
using System.Security.Permissions;
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID; 
using System.Windows.Media.Imaging;
// These types are aliased to match the unamanaged names used in interop 
using BOOL = System.UInt32;
using WORD = System.UInt16;
using Float = System.Single;
 
namespace System.Windows.Media.Media3D
{ 
 

 
    sealed partial class Scene3D : Animatable, DUCE.IResource
    {
        //-----------------------------------------------------
        // 
        //  Public Methods
        // 
        //----------------------------------------------------- 

        #region Public Methods 

        /// 
        ///     Shadows inherited Clone() with a strongly typed
        ///     version for convenience. 
        /// 
        public new Scene3D Clone() 
        { 
            return (Scene3D)base.Clone();
        } 

        /// 
        ///     Shadows inherited CloneCurrentValue() with a strongly typed
        ///     version for convenience. 
        /// 
        public new Scene3D CloneCurrentValue() 
        { 
            return (Scene3D)base.CloneCurrentValue();
        } 



 
        #endregion Public Methods
 
        //------------------------------------------------------ 
        //
        //  Public Properties 
        //
        //-----------------------------------------------------

        private static void ModelsPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
 

 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be 
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            {
                return;
            } 

 
            Scene3D target = ((Scene3D) d); 

 
            Model3DGroup oldV = (Model3DGroup) e.OldValue;
            Model3DGroup newV = (Model3DGroup) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target; 
                using (CompositionEngineLock.Acquire())
                { 
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull); 
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel); 
                    }
                }
            }
 
            target.PropertyChanged(ModelsProperty);
        } 
        private static void CameraPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 



            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) 
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children. 
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange &&
               (e.OldValueSource == e.NewValueSource)) 
            {
                return; 
            } 

 
            Scene3D target = ((Scene3D) d);


            Camera oldV = (Camera) e.OldValue; 
            Camera newV = (Camera) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; 
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire())
                {
                    int channelCount = targetResource.GetChannelCount(); 

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) 
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel);
                    } 
                }
            } 
 
            target.PropertyChanged(CameraProperty);
        } 
        private static void ViewportPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            Scene3D target = ((Scene3D) d);
 

            target.PropertyChanged(ViewportProperty); 
        } 

 
        #region Public Properties

        /// 
        ///     Models - Model3DGroup.  Default value is Model3DGroup.EmptyGroup. 
        /// 
        public Model3DGroup Models 
        { 
            get
            { 
                return (Model3DGroup) GetValue(ModelsProperty);
            }
            set
            { 
                SetValueInternal(ModelsProperty, value);
            } 
        } 

        ///  
        ///     Camera - Camera.  Default value is null.
        /// 
        public Camera Camera
        { 
            get
            { 
                return (Camera) GetValue(CameraProperty); 
            }
            set 
            {
                SetValueInternal(CameraProperty, value);
            }
        } 

        ///  
        ///     Viewport - Rect.  Default value is new Rect(0,0,1,1). 
        /// 
        public Rect Viewport 
        {
            get
            {
                return (Rect) GetValue(ViewportProperty); 
            }
            set 
            { 
                SetValueInternal(ViewportProperty, value);
            } 
        }

        #endregion Public Properties
 
        //------------------------------------------------------
        // 
        //  Protected Methods 
        //
        //------------------------------------------------------ 

        #region Protected Methods

        ///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable. 
        protected override Freezable CreateInstanceCore()
        { 
            return new Scene3D();
        }

 

        #endregion ProtectedMethods 
 
        //-----------------------------------------------------
        // 
        //  Internal Methods
        //
        //------------------------------------------------------
 
        #region Internal Methods
 
        ///  
        ///     Critical: This code calls into an unsafe code block
        ///     TreatAsSafe: This code does not return any critical data.It is ok to expose 
        ///     Channels are safe to call into and do not go cross domain and cross process
        /// 
        [SecurityCritical,SecurityTreatAsSafe]
        internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) 
        {
            // If we're told we can skip the channel check, then we must be on channel 
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel)); 

            if (skipOnChannelCheck || _duceResource.IsOnChannel(channel)) 
            {
                base.UpdateResource(channel, skipOnChannelCheck);

                // Read values of properties into local variables 
                Model3DGroup vModels = Models;
                Camera vCamera = Camera; 
 
                // Obtain handles for properties that implement DUCE.IResource
                DUCE.ResourceHandle hModels = vModels != null ? ((DUCE.IResource)vModels).GetHandle(channel) : DUCE.ResourceHandle.Null; 
                DUCE.ResourceHandle hCamera = vCamera != null ? ((DUCE.IResource)vCamera).GetHandle(channel) : DUCE.ResourceHandle.Null;

                // Obtain handles for animated properties
                DUCE.ResourceHandle hViewportAnimations = GetAnimationResourceHandle(ViewportProperty, channel); 

                // Pack & send command packet 
                DUCE.MILCMD_SCENE3D data; 
                unsafe
                { 
                    data.Type = MILCMD.MilCmdScene3D;
                    data.Handle = _duceResource.GetHandle(channel);
                    data.hmodels = hModels;
                    data.hcamera = hCamera; 
                    if (hViewportAnimations.IsNull)
                    { 
                        data.viewport = Viewport; 
                    }
                    data.hViewportAnimations = hViewportAnimations; 

                    // Send packed command structure
                    channel.SendCommand(
                        (byte*)&data, 
                        sizeof(DUCE.MILCMD_SCENE3D));
                } 
            } 
        }
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire())
            {
                if (_duceResource.CreateOrAddRefOnChannel(channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_SCENE3D)) 
                {
                    Model3DGroup vModels = Models; 
                    if (vModels != null) ((DUCE.IResource)vModels).AddRefOnChannel(channel); 
                    Camera vCamera = Camera;
                    if (vCamera != null) ((DUCE.IResource)vCamera).AddRefOnChannel(channel); 

                    AddRefOnChannelAnimations(channel);

 
                    UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ );
                } 
 
                return _duceResource.GetHandle(channel);
            } 
        }
        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        {
            using (CompositionEngineLock.Acquire()) 
            {
                Debug.Assert(_duceResource.IsOnChannel(channel)); 
 
                if (_duceResource.ReleaseOnChannel(channel))
                { 
                    Model3DGroup vModels = Models;
                    if (vModels != null) ((DUCE.IResource)vModels).ReleaseOnChannel(channel);
                    Camera vCamera = Camera;
                    if (vCamera != null) ((DUCE.IResource)vCamera).ReleaseOnChannel(channel); 

                    ReleaseOnChannelAnimations(channel); 
 
                }
            } 
        }
        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel)
        {
            DUCE.ResourceHandle h; 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            { 
                h = _duceResource.GetHandle(channel);
            } 
            return h;
        }
        int DUCE.IResource.GetChannelCount()
        { 
            // must already be in composition lock here
            return _duceResource.GetChannelCount(); 
        } 
        DUCE.Channel DUCE.IResource.GetChannel(int index)
        { 
            // in a lock already
            return _duceResource.GetChannel(index);
        }
 

        #endregion Internal Methods 
 
        //-----------------------------------------------------
        // 
        //  Internal Properties
        //
        //-----------------------------------------------------
 
        #region Internal Properties
 
        // 
        //  This property finds the correct initial size for the _effectiveValues store on the
        //  current DependencyObject as a performance optimization 
        //
        //  This includes:
        //    Models
        //    Camera 
        //    Viewport
        // 
        internal override int EffectiveValuesInitialSize 
        {
            get 
            {
                return 3;
            }
        } 

 
 
        #endregion Internal Properties
 
        //-----------------------------------------------------
        //
        //  Dependency Properties
        // 
        //------------------------------------------------------
 
        #region Dependency Properties 

        ///  
        ///     The DependencyProperty for the Scene3D.Models property.
        /// 
        public static readonly DependencyProperty ModelsProperty;
        ///  
        ///     The DependencyProperty for the Scene3D.Camera property.
        ///  
        public static readonly DependencyProperty CameraProperty; 
        /// 
        ///     The DependencyProperty for the Scene3D.Viewport property. 
        /// 
        public static readonly DependencyProperty ViewportProperty;

        #endregion Dependency Properties 

        //----------------------------------------------------- 
        // 
        //  Internal Fields
        // 
        //------------------------------------------------------

        #region Internal Fields
 

 
        internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource(); 

        internal static Model3DGroup s_Models = Model3DGroup.EmptyGroup; 
        internal static Camera s_Camera = null;
        internal static Rect s_Viewport = new Rect(0,0,1,1);

        #endregion Internal Fields 

 
 
        #region Constructors
 
        //------------------------------------------------------
        //
        //  Constructors
        // 
        //-----------------------------------------------------
 
        static Scene3D() 
        {
            // We check our static default fields which are of type Freezable 
            // to make sure that they are not mutable, otherwise we will throw
            // if these get touched by more than one thread in the lifetime
            // of your app.  (Windows OS Bug #947272)
            // 
            Debug.Assert(s_Models == null || s_Models.IsFrozen,
                "Detected context bound default value Scene3D.s_Models (See OS Bug #947272)."); 
 

            Debug.Assert(s_Camera == null || s_Camera.IsFrozen, 
                "Detected context bound default value Scene3D.s_Camera (See OS Bug #947272).");


            // Initializations 
            Type typeofThis = typeof(Scene3D);
            ModelsProperty = 
                  RegisterProperty("Models", 
                                   typeof(Model3DGroup),
                                   typeofThis, 
                                   Model3DGroup.EmptyGroup,
                                   new PropertyChangedCallback(ModelsPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ false, 
                                   /* coerceValueCallback */ null);
            CameraProperty = 
                  RegisterProperty("Camera", 
                                   typeof(Camera),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(CameraPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ false, 
                                   /* coerceValueCallback */ null);
            ViewportProperty = 
                  RegisterProperty("Viewport", 
                                   typeof(Rect),
                                   typeofThis, 
                                   new Rect(0,0,1,1),
                                   new PropertyChangedCallback(ViewportPropertyChanged),
                                   null,
                                   /* isIndependentlyAnimated  = */ true, 
                                   /* coerceValueCallback */ null);
        } 
 

 
        #endregion Constructors

    }
} 

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

                        

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