Scene3D.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media3D / Scene3D.cs / 1 / Scene3D.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// 
// Description: Scene3D implementation. 
//
//       See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht 
//---------------------------------------------------------------------------

using System;
using System.Windows.Media; 
using System.Windows.Media.Animation;
using System.Windows.Media.Composition; 
using MS.Internal; 
using System.ComponentModel.Design.Serialization;
using System.Windows.Markup; 
using MS.Internal.Media3D;

namespace System.Windows.Media.Media3D
{ 
    internal partial class Scene3D : Animatable
    { 
        internal Scene3D() 
        {
        } 

        /// 
        /// Marks the visible realizations of the Scene3D.
        ///  
        internal void MarkVisibleRealizations(RealizationContext ctx)
        { 
            Camera camera = Camera; 
            if (Models != null && camera != null)
            { 
                Matrix3D view = camera.GetViewMatrix();
                Matrix3D proj = camera.GetProjectionMatrix(M3DUtil.GetAspectRatio(Viewport.Size));
                Matrix3DStack stack3D = ctx.Transform3DStack;
 
                //
                // Update the 3D stack with the coordinate system change into 
                // 2D space. 
                stack3D.Push(proj);     // Apply the projection transform (perspective, orthographic, etc.)
                stack3D.Push(view);     // Position and orient camera. 

                Models.MarkVisibleRealizations(ctx);

                stack3D.Pop(); // Projection. 
                stack3D.Pop(); // Camera view.
            } 
        } 
    }
} 



// 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: Scene3D implementation. 
//
//       See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht 
//---------------------------------------------------------------------------

using System;
using System.Windows.Media; 
using System.Windows.Media.Animation;
using System.Windows.Media.Composition; 
using MS.Internal; 
using System.ComponentModel.Design.Serialization;
using System.Windows.Markup; 
using MS.Internal.Media3D;

namespace System.Windows.Media.Media3D
{ 
    internal partial class Scene3D : Animatable
    { 
        internal Scene3D() 
        {
        } 

        /// 
        /// Marks the visible realizations of the Scene3D.
        ///  
        internal void MarkVisibleRealizations(RealizationContext ctx)
        { 
            Camera camera = Camera; 
            if (Models != null && camera != null)
            { 
                Matrix3D view = camera.GetViewMatrix();
                Matrix3D proj = camera.GetProjectionMatrix(M3DUtil.GetAspectRatio(Viewport.Size));
                Matrix3DStack stack3D = ctx.Transform3DStack;
 
                //
                // Update the 3D stack with the coordinate system change into 
                // 2D space. 
                stack3D.Push(proj);     // Apply the projection transform (perspective, orthographic, etc.)
                stack3D.Push(view);     // Position and orient camera. 

                Models.MarkVisibleRealizations(ctx);

                stack3D.Pop(); // Projection. 
                stack3D.Pop(); // Camera view.
            } 
        } 
    }
} 



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

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