| File: System\Windows\Media3D\Camera.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // // using System.Windows.Media.Animation; namespace System.Windows.Media.Media3D { /// <summary> /// The Camera is the mechanism by which a 3D model is projected onto /// a 2D visual. The Camera itself is an abstract base class. /// </summary> public abstract partial class Camera : Animatable { //------------------------------------------------------ // // Constructors // //------------------------------------------------------ // Prevent 3rd parties from extending this abstract base class. internal Camera() {} //------------------------------------------------------ // // Public Methods // //------------------------------------------------------ //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //------------------------------------------------------ // // Public Events // //------------------------------------------------------ //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods // Creates a ray by projecting the given point on the viewport into the scene. // Used for bridging 2D -> 3D hit testing. // // The latter two parameters in this method are used to deal with the // case where the camera's near plane is far away from the viewport // contents. In these cases, we can sometimes construct a new, closer, // near plane and start the ray on that plane. To do this, we need an // axis-aligned bounding box of the viewport's contents (boundingRect). // We also need to return the distance between the original an new near // planes (distanceAdjustment), so we can correct the hit-test // distances before handing them back to the user. internal abstract RayHitTestParameters RayFromViewportPoint(Point point, Size viewSize, Rect3D boundingRect, out double distanceAdjustment); internal abstract Matrix3D GetViewMatrix(); internal abstract Matrix3D GetProjectionMatrix(double aspectRatio); internal static void PrependInverseTransform(Transform3D transform, ref Matrix3D viewMatrix) { if (transform != null && transform != Transform3D.Identity) { PrependInverseTransform(transform.Value, ref viewMatrix); } } // Helper method to prepend the inverse of Camera.Transform to the // the given viewMatrix. This is used by the various GetViewMatrix() // and RayFromViewportPoint implementations. // // Transforming the camera is equivalent to applying the inverse // transform to the scene. We invert the transform and prepend it to // the result of viewMatrix: // // -1 // viewMatrix = Camera.Transform x viewMatrix // // If the matrix is non-invertable we set the viewMatrix to NaNs which // will result in nothing being rendered. This is the correct behavior // since the near and far planes will have collapsed onto each other. internal static void PrependInverseTransform(Matrix3D matrix, ref Matrix3D viewMatrix) { if (!matrix.InvertCore()) { // If the matrix is non-invertable we return a NaN matrix. viewMatrix = new Matrix3D( double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN, double.NaN); } else { viewMatrix.Prepend(matrix); } } #endregion Internal Methods //------------------------------------------------------ // // Internal Properties // //------------------------------------------------------ #region Internal Properties #endregion Internal Properties //------------------------------------------------------ // // Private Fields // //------------------------------------------------------ #region Private Fields #endregion Private Fields } }