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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media3D / Model3D.cs / 1 / Model3D.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: 3D model implementation. // // See spec at [....]/medialayer/Specifications/Avalon3D%20API%20Spec.mht // // History: // 06/18/2003 : [....] - Created // //--------------------------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Windows; using System.Windows.Media; using System.Windows.Media.Animation; using MS.Internal.Media3D; namespace System.Windows.Media.Media3D { ////// Model3D is the abstract model that everything builds from. /// [Localizability(LocalizationCategory.None, Readability = Readability.Unreadable)] // cannot be read & localized as string public abstract partial class Model3D : Animatable { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors // Prevent 3rd parties from extending this abstract base class. internal Model3D() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ #region Public Properties ////// Gets bounds for this model. /// public Rect3D Bounds { get { ReadPreamble(); return CalculateSubgraphBoundsOuterSpace(); } } #endregion Public Properties //----------------------------------------------------- // // Internal Methods // //------------------------------------------------------ #region Internal Methods // NOTE: Model3D hit testing takes the rayParams in the outer space of the // Model3D. That is, RayHitTest() will apply this model'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) { Transform3D transform = Transform; rayParams.PushModelTransform(transform); RayHitTestCore(rayParams); rayParams.PopTransform(transform); } internal abstract void RayHitTestCore(RayHitTestParameters rayParams); ////// Returns the bounds of the Model3D subgraph rooted at this Model3D. /// /// Outer space refers to the space after this Model's Transform is /// applied -- or said another way, applying a transform to this Model /// affects it's outer bounds. (While its inner bounds remain unchanged.) /// internal Rect3D CalculateSubgraphBoundsOuterSpace() { Rect3D innerBounds = CalculateSubgraphBoundsInnerSpace(); return M3DUtil.ComputeTransformedAxisAlignedBoundingBox(ref innerBounds, Transform); } ////// Returns the bounds of the Model3D subgraph rooted at this Model3D. /// /// Inner space refers to the space before this Model's Transform is /// applied -- or said another way, applying a transform to this Model /// only affects it's outer bounds. Its inner bounds remain unchanged. /// internal abstract Rect3D CalculateSubgraphBoundsInnerSpace(); // internal abstract void MarkVisibleRealizations(RealizationContext rc); // internal abstract void PreCompute(); #endregion Internal Methods #region Model3D Flags // These flags aren't in an enum to avoid adding another Type to the assembly and // because BitVector32 requires ints // If this is true, then the Model3D needs PreCompute() called on it. // Currently, this is only true for GeometryModel3D's when their Material // property changes (and any Model3DGroup that contains such a GM3D) // // As needed in the future, DirtyForPreComputeFlag can be used for other // things (i.e. if we ever cache Transform in PreCompute()) internal const int DirtyForPreComputeFlag = 1 << 0; // If this is true, then MarkVisibleRealizations() needs to be called on // the Model3D. // // Currently, this is only true for a GeometryModel3D that has text in // it's material (and any Model3DGroup that contains such a GM3D) // // Unlike Visuals, we make no distinction between if something under // this Model3D requires realization or if this Model3D itself requires // realization internal const int RequiresRealizationFlag = 1 << 1; // internal BitVector32 _flags = new BitVector32(DirtyForPreComputeFlag); #endregion Model3D Flags } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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