Code:
/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Core / CSharp / System / Windows / Media3D / Geometry3D.cs / 1305600 / Geometry3D.cs
//---------------------------------------------------------------------------- // //// Copyright (c) Microsoft Corporation. All rights reserved. // // // History: // 6/10/2004 : [....] - Created // //--------------------------------------------------------------------------- using MS.Internal.Media3D; using System; using System.Diagnostics; using System.Windows.Media.Animation; using System.Windows.Media.Composition; namespace System.Windows.Media.Media3D { ////// This is the base class for all 3D geometry classes. A geometry has /// bounds and can be rendered with a GeometryModel3D. /// [Localizability(LocalizationCategory.None, Readability = Readability.Unreadable)] // cannot be read & localized as string public abstract partial class Geometry3D : Animatable, DUCE.IResource { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors // Prevent 3rd parties from extending this abstract base class. internal Geometry3D() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- #region Public Methods ////// Gets bounds for this Geometry3D. /// public abstract Rect3D Bounds { get; } #endregion Public Methods //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Methods // //----------------------------------------------------- #region Internal Methods // NOTE: Geometry3D hit testing takes the rayParams in the outer space of the // Geometry3D. That is, RayHitTest() will apply this geometry's // transform to the ray for the caller. // // This is different than Visual hit testing which does not transform // the hit testing parameters by the Visual's transform. internal void RayHitTest(RayHitTestParameters rayParams, FaceType facesToHit) { Debug.Assert(facesToHit != FaceType.None, "Caller should make sure we're trying to hit something"); Rect3D bounds = Bounds; if (bounds.IsEmpty) { return; } // Point3D origin; Vector3D direction; rayParams.GetLocalLine(out origin, out direction); if (LineUtil.ComputeLineBoxIntersection(ref origin, ref direction, ref bounds, rayParams.IsRay)) { RayHitTestCore(rayParams, facesToHit); } // } internal abstract void RayHitTestCore(RayHitTestParameters rayParams, FaceType hitTestableFaces); #endregion Internal Methods } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007.
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