Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media3D / AxisAngleRotation3D.cs / 1 / AxisAngleRotation3D.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // //--------------------------------------------------------------------------- using System; using MS.Internal; namespace System.Windows.Media.Media3D { ////// A rotation in 3-space defined by an axis and an angle to rotate about that axis. /// public partial class AxisAngleRotation3D { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors ////// Default constructor that creates a rotation with Axis (0,1,0) and Angle of 0. /// public AxisAngleRotation3D() {} ////// Constructor taking axis and angle. /// public AxisAngleRotation3D(Vector3D axis, double angle) { Axis = axis; Angle = angle; } #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Properties // //----------------------------------------------------- #region Internal Properties // Used by animation to get a snapshot of the current rotational // configuration for interpolation in Rotation3DAnimations. internal override Quaternion InternalQuaternion { get { if (_cachedQuaternionValue == c_dirtyQuaternion) { Vector3D axis = Axis; // Quaternion's axis/angle ctor throws if the axis has zero length. // // This threshold needs to match the one we used in D3DXVec3Normalize (d3dxmath9.cpp) // and in unmanaged code. See also AxisAngleRotation3D.cpp. if (axis.LengthSquared > DoubleUtil.FLT_MIN) { _cachedQuaternionValue = new Quaternion(axis, Angle); } else { // If we have a zero-length axis we return identity (i.e., // we consider this to be no rotation.) _cachedQuaternionValue = Quaternion.Identity; } } return _cachedQuaternionValue; } } #endregion Internal Properties internal void AxisPropertyChangedHook(DependencyPropertyChangedEventArgs e) { _cachedQuaternionValue = c_dirtyQuaternion; } internal void AnglePropertyChangedHook(DependencyPropertyChangedEventArgs e) { _cachedQuaternionValue = c_dirtyQuaternion; } //----------------------------------------------------- // // Private Fields // //------------------------------------------------------ private Quaternion _cachedQuaternionValue = c_dirtyQuaternion; // Arbitrary quaternion that will signify that our cached quat is dirty // Reasonable quaternions are normalized so it's very unlikely that this // will ever occurr in a normal application. internal static readonly Quaternion c_dirtyQuaternion = new Quaternion( Math.E, Math.PI, Math.E * Math.PI, 55.0 ); } } // 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. // // //--------------------------------------------------------------------------- using System; using MS.Internal; namespace System.Windows.Media.Media3D { ////// A rotation in 3-space defined by an axis and an angle to rotate about that axis. /// public partial class AxisAngleRotation3D { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors ////// Default constructor that creates a rotation with Axis (0,1,0) and Angle of 0. /// public AxisAngleRotation3D() {} ////// Constructor taking axis and angle. /// public AxisAngleRotation3D(Vector3D axis, double angle) { Axis = axis; Angle = angle; } #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Properties // //----------------------------------------------------- #region Internal Properties // Used by animation to get a snapshot of the current rotational // configuration for interpolation in Rotation3DAnimations. internal override Quaternion InternalQuaternion { get { if (_cachedQuaternionValue == c_dirtyQuaternion) { Vector3D axis = Axis; // Quaternion's axis/angle ctor throws if the axis has zero length. // // This threshold needs to match the one we used in D3DXVec3Normalize (d3dxmath9.cpp) // and in unmanaged code. See also AxisAngleRotation3D.cpp. if (axis.LengthSquared > DoubleUtil.FLT_MIN) { _cachedQuaternionValue = new Quaternion(axis, Angle); } else { // If we have a zero-length axis we return identity (i.e., // we consider this to be no rotation.) _cachedQuaternionValue = Quaternion.Identity; } } return _cachedQuaternionValue; } } #endregion Internal Properties internal void AxisPropertyChangedHook(DependencyPropertyChangedEventArgs e) { _cachedQuaternionValue = c_dirtyQuaternion; } internal void AnglePropertyChangedHook(DependencyPropertyChangedEventArgs e) { _cachedQuaternionValue = c_dirtyQuaternion; } //----------------------------------------------------- // // Private Fields // //------------------------------------------------------ private Quaternion _cachedQuaternionValue = c_dirtyQuaternion; // Arbitrary quaternion that will signify that our cached quat is dirty // Reasonable quaternions are normalized so it's very unlikely that this // will ever occurr in a normal application. internal static readonly Quaternion c_dirtyQuaternion = new Quaternion( Math.E, Math.PI, Math.E * Math.PI, 55.0 ); } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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