Code:
/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / Core / CSharp / System / Windows / Media3D / Light.cs / 1 / Light.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: 3D light implementation. // // See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht // // History: // 06/18/2003 : t-gregr - Created // //--------------------------------------------------------------------------- using System; using System.Diagnostics; using System.Windows.Media; using MS.Internal.Media3D; namespace System.Windows.Media.Media3D { ////// Lights are Model3D's. These include Ambient, Positional, Directional and Spot lights. /// They're very much modeled on the Direct3D lighting set, but have the additional /// property of being part of a modeling hierarchy, and are thus subject to coordinate /// space transformations. /// public abstract partial class Light : Model3D { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors // Prevent 3rd parties from extending this abstract base class. internal Light() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ #region Public Properties internal override void RayHitTestCore(RayHitTestParameters rayParams) { // Lights are considered to be part of the model graph, but they // have no geometry and therefore can not be hit tested. } internal override Rect3D CalculateSubgraphBoundsInnerSpace() { // Lights are considered to be part of the model graph, but they // have no geometry and therefore no bounds. return Rect3D.Empty; } #endregion Public Properties #region Internal Methods internal override void PreCompute() { Debug.Assert(_flags[DirtyForPreComputeFlag]); _flags[DirtyForPreComputeFlag] = false; } ////// Realization support. Lights do not care for realizations. /// internal override void MarkVisibleRealizations( RealizationContext rc) { Debug.Assert(_flags[RequiresRealizationFlag]); return; } #endregion } } // 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. // // // // Description: 3D light implementation. // // See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht // // History: // 06/18/2003 : t-gregr - Created // //--------------------------------------------------------------------------- using System; using System.Diagnostics; using System.Windows.Media; using MS.Internal.Media3D; namespace System.Windows.Media.Media3D { ////// Lights are Model3D's. These include Ambient, Positional, Directional and Spot lights. /// They're very much modeled on the Direct3D lighting set, but have the additional /// property of being part of a modeling hierarchy, and are thus subject to coordinate /// space transformations. /// public abstract partial class Light : Model3D { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors // Prevent 3rd parties from extending this abstract base class. internal Light() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ #region Public Properties internal override void RayHitTestCore(RayHitTestParameters rayParams) { // Lights are considered to be part of the model graph, but they // have no geometry and therefore can not be hit tested. } internal override Rect3D CalculateSubgraphBoundsInnerSpace() { // Lights are considered to be part of the model graph, but they // have no geometry and therefore no bounds. return Rect3D.Empty; } #endregion Public Properties #region Internal Methods internal override void PreCompute() { Debug.Assert(_flags[DirtyForPreComputeFlag]); _flags[DirtyForPreComputeFlag] = false; } ////// Realization support. Lights do not care for realizations. /// internal override void MarkVisibleRealizations( RealizationContext rc) { Debug.Assert(_flags[RequiresRealizationFlag]); return; } #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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