Point3D.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 / Point3D.cs / 1 / Point3D.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// 
// Description: 3D point implementation. 
//
//              See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht 
//
// History:
//  06/02/2003 : t-gregr - Created
// 
//---------------------------------------------------------------------------
 
using System.Windows; 
using System.Windows.Media.Media3D;
 
using System;

namespace System.Windows.Media.Media3D
{ 
    /// 
    /// Point3D - 3D point representation. 
    /// Defaults to (0,0,0). 
    /// 
    public partial struct Point3D 
    {
        //-----------------------------------------------------
        //
        //  Constructors 
        //
        //----------------------------------------------------- 
 
        #region Constructors
 
        /// 
        /// Constructor that sets point's initial values.
        /// 
        /// Value of the X coordinate of the new point. 
        /// Value of the Y coordinate of the new point.
        /// Value of the Z coordinate of the new point. 
        public Point3D(double x, double y, double z) 
        {
            _x = x; 
            _y = y;
            _z = z;
        }
 
        #endregion Constructors
 
 
        //------------------------------------------------------
        // 
        //  Public Methods
        //
        //-----------------------------------------------------
 
        #region Public Methods
 
        ///  
        /// Offset - update point position by adding offsetX to X, offsetY to Y, and offsetZ to Z.
        ///  
        /// Offset in the X direction.
        /// Offset in the Y direction.
        /// Offset in the Z direction.
        public void Offset(double offsetX, double offsetY, double offsetZ) 
        {
            _x += offsetX; 
            _y += offsetY; 
            _z += offsetZ;
        } 

        /// 
        /// Point3D + Vector3D addition.
        ///  
        /// Point being added.
        /// Vector being added. 
        /// Result of addition. 
        public static Point3D operator +(Point3D point, Vector3D vector)
        { 
            return new Point3D(point._x + vector._x,
                               point._y + vector._y,
                               point._z + vector._z);
        } 

        ///  
        /// Point3D + Vector3D addition. 
        /// 
        /// Point being added. 
        /// Vector being added.
        /// Result of addition.
        public static Point3D Add(Point3D point, Vector3D vector)
        { 
            return new Point3D(point._x + vector._x,
                               point._y + vector._y, 
                               point._z + vector._z); 
        }
 
        /// 
        /// Point3D - Vector3D subtraction.
        /// 
        /// Point from which vector is being subtracted. 
        /// Vector being subtracted from the point.
        /// Result of subtraction. 
        public static Point3D operator -(Point3D point, Vector3D vector) 
        {
            return new Point3D(point._x - vector._x, 
                               point._y - vector._y,
                               point._z - vector._z);
        }
 
        /// 
        /// Point3D - Vector3D subtraction. 
        ///  
        /// Point from which vector is being subtracted.
        /// Vector being subtracted from the point. 
        /// Result of subtraction.
        public static Point3D Subtract(Point3D point, Vector3D vector)
        {
            return new Point3D(point._x - vector._x, 
                               point._y - vector._y,
                               point._z - vector._z); 
        } 

        ///  
        /// Subtraction.
        /// 
        /// Point from which we are subtracting the second point.
        /// Point being subtracted. 
        /// Vector between the two points.
        public static Vector3D operator -(Point3D point1, Point3D point2) 
        { 
            return new Vector3D(point1._x - point2._x,
                                point1._y - point2._y, 
                                point1._z - point2._z);
        }

        ///  
        /// Subtraction.
        ///  
        /// Point from which we are subtracting the second point. 
        /// Point being subtracted.
        /// Vector between the two points. 
        public static Vector3D Subtract(Point3D point1, Point3D point2)
        {
            Vector3D v = new Vector3D();
            Subtract(ref point1, ref point2, out v); 
            return v;
        } 
 
        /// 
        /// Faster internal version of Subtract that avoids copies 
        ///
        /// p1 and p2 to a passed by ref for perf and ARE NOT MODIFIED
        /// 
        internal static void Subtract(ref Point3D p1, ref Point3D p2, out Vector3D result) 
        {
            result._x = p1._x - p2._x; 
            result._y = p1._y - p2._y; 
            result._z = p1._z - p2._z;
        } 

        /// 
        /// Point3D * Matrix3D multiplication.
        ///  
        /// Point being transformed.
        /// Transformation matrix applied to the point. 
        /// Result of the transformation matrix applied to the point. 
        public static Point3D operator *(Point3D point, Matrix3D matrix)
        { 
            return matrix.Transform(point);
        }

        ///  
        /// Point3D * Matrix3D multiplication.
        ///  
        /// Point being transformed. 
        /// Transformation matrix applied to the point.
        /// Result of the transformation matrix applied to the point. 
        public static Point3D Multiply(Point3D point, Matrix3D matrix)
        {
            return matrix.Transform(point);
        } 

        ///  
        /// Explicit conversion to Vector3D. 
        /// 
        /// Given point. 
        /// Vector representing the point.
        public static explicit operator Vector3D(Point3D point)
        {
            return new Vector3D(point._x, point._y, point._z); 
        }
 
        ///  
        /// Explicit conversion to Point4D.
        ///  
        /// Given point.
        /// 4D point representing the 3D point.
        public static explicit operator Point4D(Point3D point)
        { 
            return new Point4D(point._x, point._y, point._z, 1.0);
        } 
 
        #endregion Public Methods
    } 
}

// 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 point implementation. 
//
//              See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht 
//
// History:
//  06/02/2003 : t-gregr - Created
// 
//---------------------------------------------------------------------------
 
using System.Windows; 
using System.Windows.Media.Media3D;
 
using System;

namespace System.Windows.Media.Media3D
{ 
    /// 
    /// Point3D - 3D point representation. 
    /// Defaults to (0,0,0). 
    /// 
    public partial struct Point3D 
    {
        //-----------------------------------------------------
        //
        //  Constructors 
        //
        //----------------------------------------------------- 
 
        #region Constructors
 
        /// 
        /// Constructor that sets point's initial values.
        /// 
        /// Value of the X coordinate of the new point. 
        /// Value of the Y coordinate of the new point.
        /// Value of the Z coordinate of the new point. 
        public Point3D(double x, double y, double z) 
        {
            _x = x; 
            _y = y;
            _z = z;
        }
 
        #endregion Constructors
 
 
        //------------------------------------------------------
        // 
        //  Public Methods
        //
        //-----------------------------------------------------
 
        #region Public Methods
 
        ///  
        /// Offset - update point position by adding offsetX to X, offsetY to Y, and offsetZ to Z.
        ///  
        /// Offset in the X direction.
        /// Offset in the Y direction.
        /// Offset in the Z direction.
        public void Offset(double offsetX, double offsetY, double offsetZ) 
        {
            _x += offsetX; 
            _y += offsetY; 
            _z += offsetZ;
        } 

        /// 
        /// Point3D + Vector3D addition.
        ///  
        /// Point being added.
        /// Vector being added. 
        /// Result of addition. 
        public static Point3D operator +(Point3D point, Vector3D vector)
        { 
            return new Point3D(point._x + vector._x,
                               point._y + vector._y,
                               point._z + vector._z);
        } 

        ///  
        /// Point3D + Vector3D addition. 
        /// 
        /// Point being added. 
        /// Vector being added.
        /// Result of addition.
        public static Point3D Add(Point3D point, Vector3D vector)
        { 
            return new Point3D(point._x + vector._x,
                               point._y + vector._y, 
                               point._z + vector._z); 
        }
 
        /// 
        /// Point3D - Vector3D subtraction.
        /// 
        /// Point from which vector is being subtracted. 
        /// Vector being subtracted from the point.
        /// Result of subtraction. 
        public static Point3D operator -(Point3D point, Vector3D vector) 
        {
            return new Point3D(point._x - vector._x, 
                               point._y - vector._y,
                               point._z - vector._z);
        }
 
        /// 
        /// Point3D - Vector3D subtraction. 
        ///  
        /// Point from which vector is being subtracted.
        /// Vector being subtracted from the point. 
        /// Result of subtraction.
        public static Point3D Subtract(Point3D point, Vector3D vector)
        {
            return new Point3D(point._x - vector._x, 
                               point._y - vector._y,
                               point._z - vector._z); 
        } 

        ///  
        /// Subtraction.
        /// 
        /// Point from which we are subtracting the second point.
        /// Point being subtracted. 
        /// Vector between the two points.
        public static Vector3D operator -(Point3D point1, Point3D point2) 
        { 
            return new Vector3D(point1._x - point2._x,
                                point1._y - point2._y, 
                                point1._z - point2._z);
        }

        ///  
        /// Subtraction.
        ///  
        /// Point from which we are subtracting the second point. 
        /// Point being subtracted.
        /// Vector between the two points. 
        public static Vector3D Subtract(Point3D point1, Point3D point2)
        {
            Vector3D v = new Vector3D();
            Subtract(ref point1, ref point2, out v); 
            return v;
        } 
 
        /// 
        /// Faster internal version of Subtract that avoids copies 
        ///
        /// p1 and p2 to a passed by ref for perf and ARE NOT MODIFIED
        /// 
        internal static void Subtract(ref Point3D p1, ref Point3D p2, out Vector3D result) 
        {
            result._x = p1._x - p2._x; 
            result._y = p1._y - p2._y; 
            result._z = p1._z - p2._z;
        } 

        /// 
        /// Point3D * Matrix3D multiplication.
        ///  
        /// Point being transformed.
        /// Transformation matrix applied to the point. 
        /// Result of the transformation matrix applied to the point. 
        public static Point3D operator *(Point3D point, Matrix3D matrix)
        { 
            return matrix.Transform(point);
        }

        ///  
        /// Point3D * Matrix3D multiplication.
        ///  
        /// Point being transformed. 
        /// Transformation matrix applied to the point.
        /// Result of the transformation matrix applied to the point. 
        public static Point3D Multiply(Point3D point, Matrix3D matrix)
        {
            return matrix.Transform(point);
        } 

        ///  
        /// Explicit conversion to Vector3D. 
        /// 
        /// Given point. 
        /// Vector representing the point.
        public static explicit operator Vector3D(Point3D point)
        {
            return new Vector3D(point._x, point._y, point._z); 
        }
 
        ///  
        /// Explicit conversion to Point4D.
        ///  
        /// Given point.
        /// 4D point representing the 3D point.
        public static explicit operator Point4D(Point3D point)
        { 
            return new Point4D(point._x, point._y, point._z, 1.0);
        } 
 
        #endregion Public Methods
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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