HitTestParameters3D.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 / 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. All rights reserved.
//---------------------------------------------------------------------------- 
//
// 
//    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. All rights reserved.

                        

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