GeometryModel3D.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Core / CSharp / System / Windows / Media3D / Generated / GeometryModel3D.cs / 1305600 / GeometryModel3D.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see http://wiki/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information.
// 
//---------------------------------------------------------------------------

using MS.Internal;
using MS.Internal.Collections; 
using MS.Internal.PresentationCore;
using MS.Utility; 
using System; 
using System.Collections;
using System.Collections.Generic; 
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Globalization; 
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Text; 
using System.Windows.Markup;
using System.Windows.Media.Media3D.Converters; 
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Composition;
using System.Security; 
using System.Security.Permissions;
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID; 
using System.Windows.Media.Imaging;
// These types are aliased to match the unamanaged names used in interop 
using BOOL = System.UInt32;
using WORD = System.UInt16;
using Float = System.Single;
 
namespace System.Windows.Media.Media3D
{ 
 

 
    sealed partial class GeometryModel3D : Model3D
    {
        //-----------------------------------------------------
        // 
        //  Public Methods
        // 
        //----------------------------------------------------- 

        #region Public Methods 

        /// 
        ///     Shadows inherited Clone() with a strongly typed
        ///     version for convenience. 
        /// 
        public new GeometryModel3D Clone() 
        { 
            return (GeometryModel3D)base.Clone();
        } 

        /// 
        ///     Shadows inherited CloneCurrentValue() with a strongly typed
        ///     version for convenience. 
        /// 
        public new GeometryModel3D CloneCurrentValue() 
        { 
            return (GeometryModel3D)base.CloneCurrentValue();
        } 



 
        #endregion Public Methods
 
        //------------------------------------------------------ 
        //
        //  Public Properties 
        //
        //-----------------------------------------------------

        private static void GeometryPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
 

 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be 
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            {
                return;
            } 

 
            GeometryModel3D target = ((GeometryModel3D) d); 

 
            Geometry3D oldV = (Geometry3D) e.OldValue;
            Geometry3D newV = (Geometry3D) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target; 
                using (CompositionEngineLock.Acquire())
                { 
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull); 
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel); 
                    }
                }
            }
 
            target.PropertyChanged(GeometryProperty);
        } 
        private static void MaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
            GeometryModel3D target = ((GeometryModel3D) d);


            target.MaterialPropertyChangedHook(e); 

 
 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property 
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local. 
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            { 
                return;
            }

 

            Material oldV = (Material) e.OldValue; 
            Material newV = (Material) e.NewValue; 
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            {
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire()) 
                {
                    int channelCount = targetResource.GetChannelCount(); 
 
                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel);
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel); 
                        target.AddRefResource(newV,channel);
                    } 
                } 
            }
 
            target.PropertyChanged(MaterialProperty);
        }
        private static void BackMaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        { 

            GeometryModel3D target = ((GeometryModel3D) d); 
 

            target.BackMaterialPropertyChangedHook(e); 



            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) 
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children. 
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange &&
               (e.OldValueSource == e.NewValueSource)) 
            {
                return; 
            } 

 

            Material oldV = (Material) e.OldValue;
            Material newV = (Material) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; 

            if (dispatcher != null) 
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire()) 
                {
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) 
                    {
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex); 
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel); 
                        target.AddRefResource(newV,channel);
                    }
                }
            } 

            target.PropertyChanged(BackMaterialProperty); 
        } 

 
        #region Public Properties

        /// 
        ///     Geometry - Geometry3D.  Default value is null. 
        /// 
        public Geometry3D Geometry 
        { 
            get
            { 
                return (Geometry3D) GetValue(GeometryProperty);
            }
            set
            { 
                SetValueInternal(GeometryProperty, value);
            } 
        } 

        ///  
        ///     Material - Material.  Default value is null.
        /// 
        public Material Material
        { 
            get
            { 
                return (Material) GetValue(MaterialProperty); 
            }
            set 
            {
                SetValueInternal(MaterialProperty, value);
            }
        } 

        ///  
        ///     BackMaterial - Material.  Default value is null. 
        /// 
        public Material BackMaterial 
        {
            get
            {
                return (Material) GetValue(BackMaterialProperty); 
            }
            set 
            { 
                SetValueInternal(BackMaterialProperty, value);
            } 
        }

        #endregion Public Properties
 
        //------------------------------------------------------
        // 
        //  Protected Methods 
        //
        //------------------------------------------------------ 

        #region Protected Methods

        ///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable. 
        protected override Freezable CreateInstanceCore()
        { 
            return new GeometryModel3D();
        }

 

        #endregion ProtectedMethods 
 
        //-----------------------------------------------------
        // 
        //  Internal Methods
        //
        //------------------------------------------------------
 
        #region Internal Methods
 
        ///  
        ///     Critical: This code calls into an unsafe code block
        ///     TreatAsSafe: This code does not return any critical data.It is ok to expose 
        ///     Channels are safe to call into and do not go cross domain and cross process
        /// 
        [SecurityCritical,SecurityTreatAsSafe]
        internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) 
        {
            // If we're told we can skip the channel check, then we must be on channel 
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel)); 

            if (skipOnChannelCheck || _duceResource.IsOnChannel(channel)) 
            {
                base.UpdateResource(channel, skipOnChannelCheck);

                // Read values of properties into local variables 
                Transform3D vTransform = Transform;
                Geometry3D vGeometry = Geometry; 
                Material vMaterial = Material; 
                Material vBackMaterial = BackMaterial;
 
                // Obtain handles for properties that implement DUCE.IResource
                DUCE.ResourceHandle hTransform;
                if (vTransform == null ||
                    Object.ReferenceEquals(vTransform, Transform3D.Identity) 
                    )
                { 
                    hTransform = DUCE.ResourceHandle.Null; 
                }
                else 
                {
                    hTransform = ((DUCE.IResource)vTransform).GetHandle(channel);
                }
                DUCE.ResourceHandle hGeometry = vGeometry != null ? ((DUCE.IResource)vGeometry).GetHandle(channel) : DUCE.ResourceHandle.Null; 
                DUCE.ResourceHandle hMaterial = vMaterial != null ? ((DUCE.IResource)vMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null;
                DUCE.ResourceHandle hBackMaterial = vBackMaterial != null ? ((DUCE.IResource)vBackMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null; 
 
                // Pack & send command packet
                DUCE.MILCMD_GEOMETRYMODEL3D data; 
                unsafe
                {
                    data.Type = MILCMD.MilCmdGeometryModel3D;
                    data.Handle = _duceResource.GetHandle(channel); 
                    data.htransform = hTransform;
                    data.hgeometry = hGeometry; 
                    data.hmaterial = hMaterial; 
                    data.hbackMaterial = hBackMaterial;
 
                    // Send packed command structure
                    channel.SendCommand(
                        (byte*)&data,
                        sizeof(DUCE.MILCMD_GEOMETRYMODEL3D)); 
                }
            } 
        } 
        internal override DUCE.ResourceHandle AddRefOnChannelCore(DUCE.Channel channel)
        { 

                if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_GEOMETRYMODEL3D))
                {
                    Transform3D vTransform = Transform; 
                    if (vTransform != null) ((DUCE.IResource)vTransform).AddRefOnChannel(channel);
                    Geometry3D vGeometry = Geometry; 
                    if (vGeometry != null) ((DUCE.IResource)vGeometry).AddRefOnChannel(channel); 
                    Material vMaterial = Material;
                    if (vMaterial != null) ((DUCE.IResource)vMaterial).AddRefOnChannel(channel); 
                    Material vBackMaterial = BackMaterial;
                    if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).AddRefOnChannel(channel);

                    AddRefOnChannelAnimations(channel); 

 
                    UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ ); 
                }
 
                return _duceResource.GetHandle(channel);

        }
        internal override void ReleaseOnChannelCore(DUCE.Channel channel) 
        {
 
                Debug.Assert(_duceResource.IsOnChannel(channel)); 

                if (_duceResource.ReleaseOnChannel(channel)) 
                {
                    Transform3D vTransform = Transform;
                    if (vTransform != null) ((DUCE.IResource)vTransform).ReleaseOnChannel(channel);
                    Geometry3D vGeometry = Geometry; 
                    if (vGeometry != null) ((DUCE.IResource)vGeometry).ReleaseOnChannel(channel);
                    Material vMaterial = Material; 
                    if (vMaterial != null) ((DUCE.IResource)vMaterial).ReleaseOnChannel(channel); 
                    Material vBackMaterial = BackMaterial;
                    if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).ReleaseOnChannel(channel); 

                    ReleaseOnChannelAnimations(channel);

                } 

        } 
        internal override DUCE.ResourceHandle GetHandleCore(DUCE.Channel channel) 
        {
            // Note that we are in a lock here already. 
            return _duceResource.GetHandle(channel);
        }
        internal override int GetChannelCountCore()
        { 
            // must already be in composition lock here
            return _duceResource.GetChannelCount(); 
        } 
        internal override DUCE.Channel GetChannelCore(int index)
        { 
            // Note that we are in a lock here already.
            return _duceResource.GetChannel(index);
        }
 

        #endregion Internal Methods 
 
        //-----------------------------------------------------
        // 
        //  Internal Properties
        //
        //-----------------------------------------------------
 
        #region Internal Properties
 
 

 

        #endregion Internal Properties

        //----------------------------------------------------- 
        //
        //  Dependency Properties 
        // 
        //------------------------------------------------------
 
        #region Dependency Properties

        /// 
        ///     The DependencyProperty for the GeometryModel3D.Geometry property. 
        /// 
        public static readonly DependencyProperty GeometryProperty; 
        ///  
        ///     The DependencyProperty for the GeometryModel3D.Material property.
        ///  
        public static readonly DependencyProperty MaterialProperty;
        /// 
        ///     The DependencyProperty for the GeometryModel3D.BackMaterial property.
        ///  
        public static readonly DependencyProperty BackMaterialProperty;
 
        #endregion Dependency Properties 

        //----------------------------------------------------- 
        //
        //  Internal Fields
        //
        //------------------------------------------------------ 

        #region Internal Fields 
 

 
        internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource();


 
        #endregion Internal Fields
 
 

        #region Constructors 

        //------------------------------------------------------
        //
        //  Constructors 
        //
        //----------------------------------------------------- 
 
        static GeometryModel3D()
        { 
            // We check our static default fields which are of type Freezable
            // to make sure that they are not mutable, otherwise we will throw
            // if these get touched by more than one thread in the lifetime
            // of your app.  (Windows OS Bug #947272) 
            //
 
 
            // Initializations
            Type typeofThis = typeof(GeometryModel3D); 
            GeometryProperty =
                  RegisterProperty("Geometry",
                                   typeof(Geometry3D),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(GeometryPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
            MaterialProperty =
                  RegisterProperty("Material",
                                   typeof(Material),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(MaterialPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
            BackMaterialProperty =
                  RegisterProperty("BackMaterial",
                                   typeof(Material),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(BackMaterialPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
        }


 
        #endregion Constructors
 
    } 
}

// 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.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see http://wiki/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information.
// 
//---------------------------------------------------------------------------

using MS.Internal;
using MS.Internal.Collections; 
using MS.Internal.PresentationCore;
using MS.Utility; 
using System; 
using System.Collections;
using System.Collections.Generic; 
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Globalization; 
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Text; 
using System.Windows.Markup;
using System.Windows.Media.Media3D.Converters; 
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Composition;
using System.Security; 
using System.Security.Permissions;
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID; 
using System.Windows.Media.Imaging;
// These types are aliased to match the unamanaged names used in interop 
using BOOL = System.UInt32;
using WORD = System.UInt16;
using Float = System.Single;
 
namespace System.Windows.Media.Media3D
{ 
 

 
    sealed partial class GeometryModel3D : Model3D
    {
        //-----------------------------------------------------
        // 
        //  Public Methods
        // 
        //----------------------------------------------------- 

        #region Public Methods 

        /// 
        ///     Shadows inherited Clone() with a strongly typed
        ///     version for convenience. 
        /// 
        public new GeometryModel3D Clone() 
        { 
            return (GeometryModel3D)base.Clone();
        } 

        /// 
        ///     Shadows inherited CloneCurrentValue() with a strongly typed
        ///     version for convenience. 
        /// 
        public new GeometryModel3D CloneCurrentValue() 
        { 
            return (GeometryModel3D)base.CloneCurrentValue();
        } 



 
        #endregion Public Methods
 
        //------------------------------------------------------ 
        //
        //  Public Properties 
        //
        //-----------------------------------------------------

        private static void GeometryPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
 

 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be 
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            {
                return;
            } 

 
            GeometryModel3D target = ((GeometryModel3D) d); 

 
            Geometry3D oldV = (Geometry3D) e.OldValue;
            Geometry3D newV = (Geometry3D) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target; 
                using (CompositionEngineLock.Acquire())
                { 
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull); 
                        target.ReleaseResource(oldV,channel);
                        target.AddRefResource(newV,channel); 
                    }
                }
            }
 
            target.PropertyChanged(GeometryProperty);
        } 
        private static void MaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) 
        {
 
            GeometryModel3D target = ((GeometryModel3D) d);


            target.MaterialPropertyChangedHook(e); 

 
 
            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
            // will promote the property value from a default value to a local value. This is technically a sub-property 
            // change because the collection was changed and not a new collection set (GeometryGroup.Children.
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local. 
            if (e.IsASubPropertyChange && 
               (e.OldValueSource == e.NewValueSource))
            { 
                return;
            }

 

            Material oldV = (Material) e.OldValue; 
            Material newV = (Material) e.NewValue; 
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
 
            if (dispatcher != null)
            {
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire()) 
                {
                    int channelCount = targetResource.GetChannelCount(); 
 
                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
                    { 
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex);
                        Debug.Assert(!channel.IsOutOfBandChannel);
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel); 
                        target.AddRefResource(newV,channel);
                    } 
                } 
            }
 
            target.PropertyChanged(MaterialProperty);
        }
        private static void BackMaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        { 

            GeometryModel3D target = ((GeometryModel3D) d); 
 

            target.BackMaterialPropertyChangedHook(e); 



            // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) 
            // will promote the property value from a default value to a local value. This is technically a sub-property
            // change because the collection was changed and not a new collection set (GeometryGroup.Children. 
            // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled 
            // the default value to the compositor. If the property changes from a default value, the new local value
            // needs to be marshalled to the compositor. We detect this scenario with the second condition 
            // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
            // Default and the NewValueSource will be Local.
            if (e.IsASubPropertyChange &&
               (e.OldValueSource == e.NewValueSource)) 
            {
                return; 
            } 

 

            Material oldV = (Material) e.OldValue;
            Material newV = (Material) e.NewValue;
            System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; 

            if (dispatcher != null) 
            { 
                DUCE.IResource targetResource = (DUCE.IResource)target;
                using (CompositionEngineLock.Acquire()) 
                {
                    int channelCount = targetResource.GetChannelCount();

                    for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) 
                    {
                        DUCE.Channel channel = targetResource.GetChannel(channelIndex); 
                        Debug.Assert(!channel.IsOutOfBandChannel); 
                        Debug.Assert(!targetResource.GetHandle(channel).IsNull);
                        target.ReleaseResource(oldV,channel); 
                        target.AddRefResource(newV,channel);
                    }
                }
            } 

            target.PropertyChanged(BackMaterialProperty); 
        } 

 
        #region Public Properties

        /// 
        ///     Geometry - Geometry3D.  Default value is null. 
        /// 
        public Geometry3D Geometry 
        { 
            get
            { 
                return (Geometry3D) GetValue(GeometryProperty);
            }
            set
            { 
                SetValueInternal(GeometryProperty, value);
            } 
        } 

        ///  
        ///     Material - Material.  Default value is null.
        /// 
        public Material Material
        { 
            get
            { 
                return (Material) GetValue(MaterialProperty); 
            }
            set 
            {
                SetValueInternal(MaterialProperty, value);
            }
        } 

        ///  
        ///     BackMaterial - Material.  Default value is null. 
        /// 
        public Material BackMaterial 
        {
            get
            {
                return (Material) GetValue(BackMaterialProperty); 
            }
            set 
            { 
                SetValueInternal(BackMaterialProperty, value);
            } 
        }

        #endregion Public Properties
 
        //------------------------------------------------------
        // 
        //  Protected Methods 
        //
        //------------------------------------------------------ 

        #region Protected Methods

        ///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable. 
        protected override Freezable CreateInstanceCore()
        { 
            return new GeometryModel3D();
        }

 

        #endregion ProtectedMethods 
 
        //-----------------------------------------------------
        // 
        //  Internal Methods
        //
        //------------------------------------------------------
 
        #region Internal Methods
 
        ///  
        ///     Critical: This code calls into an unsafe code block
        ///     TreatAsSafe: This code does not return any critical data.It is ok to expose 
        ///     Channels are safe to call into and do not go cross domain and cross process
        /// 
        [SecurityCritical,SecurityTreatAsSafe]
        internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) 
        {
            // If we're told we can skip the channel check, then we must be on channel 
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel)); 

            if (skipOnChannelCheck || _duceResource.IsOnChannel(channel)) 
            {
                base.UpdateResource(channel, skipOnChannelCheck);

                // Read values of properties into local variables 
                Transform3D vTransform = Transform;
                Geometry3D vGeometry = Geometry; 
                Material vMaterial = Material; 
                Material vBackMaterial = BackMaterial;
 
                // Obtain handles for properties that implement DUCE.IResource
                DUCE.ResourceHandle hTransform;
                if (vTransform == null ||
                    Object.ReferenceEquals(vTransform, Transform3D.Identity) 
                    )
                { 
                    hTransform = DUCE.ResourceHandle.Null; 
                }
                else 
                {
                    hTransform = ((DUCE.IResource)vTransform).GetHandle(channel);
                }
                DUCE.ResourceHandle hGeometry = vGeometry != null ? ((DUCE.IResource)vGeometry).GetHandle(channel) : DUCE.ResourceHandle.Null; 
                DUCE.ResourceHandle hMaterial = vMaterial != null ? ((DUCE.IResource)vMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null;
                DUCE.ResourceHandle hBackMaterial = vBackMaterial != null ? ((DUCE.IResource)vBackMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null; 
 
                // Pack & send command packet
                DUCE.MILCMD_GEOMETRYMODEL3D data; 
                unsafe
                {
                    data.Type = MILCMD.MilCmdGeometryModel3D;
                    data.Handle = _duceResource.GetHandle(channel); 
                    data.htransform = hTransform;
                    data.hgeometry = hGeometry; 
                    data.hmaterial = hMaterial; 
                    data.hbackMaterial = hBackMaterial;
 
                    // Send packed command structure
                    channel.SendCommand(
                        (byte*)&data,
                        sizeof(DUCE.MILCMD_GEOMETRYMODEL3D)); 
                }
            } 
        } 
        internal override DUCE.ResourceHandle AddRefOnChannelCore(DUCE.Channel channel)
        { 

                if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_GEOMETRYMODEL3D))
                {
                    Transform3D vTransform = Transform; 
                    if (vTransform != null) ((DUCE.IResource)vTransform).AddRefOnChannel(channel);
                    Geometry3D vGeometry = Geometry; 
                    if (vGeometry != null) ((DUCE.IResource)vGeometry).AddRefOnChannel(channel); 
                    Material vMaterial = Material;
                    if (vMaterial != null) ((DUCE.IResource)vMaterial).AddRefOnChannel(channel); 
                    Material vBackMaterial = BackMaterial;
                    if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).AddRefOnChannel(channel);

                    AddRefOnChannelAnimations(channel); 

 
                    UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ ); 
                }
 
                return _duceResource.GetHandle(channel);

        }
        internal override void ReleaseOnChannelCore(DUCE.Channel channel) 
        {
 
                Debug.Assert(_duceResource.IsOnChannel(channel)); 

                if (_duceResource.ReleaseOnChannel(channel)) 
                {
                    Transform3D vTransform = Transform;
                    if (vTransform != null) ((DUCE.IResource)vTransform).ReleaseOnChannel(channel);
                    Geometry3D vGeometry = Geometry; 
                    if (vGeometry != null) ((DUCE.IResource)vGeometry).ReleaseOnChannel(channel);
                    Material vMaterial = Material; 
                    if (vMaterial != null) ((DUCE.IResource)vMaterial).ReleaseOnChannel(channel); 
                    Material vBackMaterial = BackMaterial;
                    if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).ReleaseOnChannel(channel); 

                    ReleaseOnChannelAnimations(channel);

                } 

        } 
        internal override DUCE.ResourceHandle GetHandleCore(DUCE.Channel channel) 
        {
            // Note that we are in a lock here already. 
            return _duceResource.GetHandle(channel);
        }
        internal override int GetChannelCountCore()
        { 
            // must already be in composition lock here
            return _duceResource.GetChannelCount(); 
        } 
        internal override DUCE.Channel GetChannelCore(int index)
        { 
            // Note that we are in a lock here already.
            return _duceResource.GetChannel(index);
        }
 

        #endregion Internal Methods 
 
        //-----------------------------------------------------
        // 
        //  Internal Properties
        //
        //-----------------------------------------------------
 
        #region Internal Properties
 
 

 

        #endregion Internal Properties

        //----------------------------------------------------- 
        //
        //  Dependency Properties 
        // 
        //------------------------------------------------------
 
        #region Dependency Properties

        /// 
        ///     The DependencyProperty for the GeometryModel3D.Geometry property. 
        /// 
        public static readonly DependencyProperty GeometryProperty; 
        ///  
        ///     The DependencyProperty for the GeometryModel3D.Material property.
        ///  
        public static readonly DependencyProperty MaterialProperty;
        /// 
        ///     The DependencyProperty for the GeometryModel3D.BackMaterial property.
        ///  
        public static readonly DependencyProperty BackMaterialProperty;
 
        #endregion Dependency Properties 

        //----------------------------------------------------- 
        //
        //  Internal Fields
        //
        //------------------------------------------------------ 

        #region Internal Fields 
 

 
        internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource();


 
        #endregion Internal Fields
 
 

        #region Constructors 

        //------------------------------------------------------
        //
        //  Constructors 
        //
        //----------------------------------------------------- 
 
        static GeometryModel3D()
        { 
            // We check our static default fields which are of type Freezable
            // to make sure that they are not mutable, otherwise we will throw
            // if these get touched by more than one thread in the lifetime
            // of your app.  (Windows OS Bug #947272) 
            //
 
 
            // Initializations
            Type typeofThis = typeof(GeometryModel3D); 
            GeometryProperty =
                  RegisterProperty("Geometry",
                                   typeof(Geometry3D),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(GeometryPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
            MaterialProperty =
                  RegisterProperty("Material",
                                   typeof(Material),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(MaterialPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
            BackMaterialProperty =
                  RegisterProperty("BackMaterial",
                                   typeof(Material),
                                   typeofThis, 
                                   null,
                                   new PropertyChangedCallback(BackMaterialPropertyChanged), 
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null); 
        }


 
        #endregion Constructors
 
    } 
}

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

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