| File: System\Windows\Media3D\RayHitTestParameters.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 MS.Internal.Media3D; namespace System.Windows.Media.Media3D { /// <summary> /// Encapsulates a set parameters for performing a 3D hit test agaist /// a ray. /// </summary> public sealed class RayHitTestParameters : HitTestParameters3D { //------------------------------------------------------ // // Constructors // //------------------------------------------------------ #region Constructors /// <summary> /// Creates a RayHitTestParameters where the ray is described /// by an origin and a direction. /// </summary> public RayHitTestParameters(Point3D origin, Vector3D direction) { _origin = origin; _direction = direction; _isRay = true; } #endregion Constructors //------------------------------------------------------ // // Public Methods // //------------------------------------------------------ //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ #region Public Properties /// <summary> /// The origin of the ray to be used for hit testing. /// </summary> public Point3D Origin { get { return _origin; } } /// <summary> /// The direction of the ray to be used for hit testing. /// </summary> public Vector3D Direction { get { return _direction; } } #endregion Public Properties //------------------------------------------------------ // // Public Events // //------------------------------------------------------ //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods internal void ReportResult( MeshGeometry3D meshHit, Point3D pointHit, double distanceToRayOrigin, int vertexIndex1, int vertexIndex2, int vertexIndex3, Point barycentric) { results.Add(new RayMeshGeometry3DHitTestResult( CurrentVisual, CurrentModel, meshHit, pointHit, distanceToRayOrigin, vertexIndex1, vertexIndex2, vertexIndex3, barycentric)); } internal HitTestResultBehavior RaiseCallback(HitTestResultCallback resultCallback, HitTestFilterCallback filterCallback, HitTestResultBehavior lastResult) { return RaiseCallback(resultCallback, filterCallback, lastResult, distanceAdjustment: 0.0); } internal HitTestResultBehavior RaiseCallback(HitTestResultCallback resultCallback, HitTestFilterCallback filterCallback, HitTestResultBehavior lastResult, double distanceAdjustment) { results.Sort(RayHitTestResult.CompareByDistanceToRayOrigin); for(int i = 0, count = results.Count; i < count; i++) { RayHitTestResult result = results[i]; result.SetDistanceToRayOrigin(result.DistanceToRayOrigin + distanceAdjustment); Viewport2DVisual3D viewport2DVisual3D = result.VisualHit as Viewport2DVisual3D; if (viewport2DVisual3D != null) { Point intersectionPoint; Visual viewport2DVisual3DChild = viewport2DVisual3D.Visual; if (viewport2DVisual3DChild != null) { if (Viewport2DVisual3D.GetIntersectionInfo(result, out intersectionPoint)) { // convert the resulting point to visual coordinates Point visualPoint = Viewport2DVisual3D.TextureCoordsToVisualCoords(intersectionPoint, viewport2DVisual3DChild); GeneralTransform gt = viewport2DVisual3DChild.TransformToOuterSpace().Inverse; Point pointOnChild; if (gt != null && gt.TryTransform(visualPoint, out pointOnChild)) { HitTestResultBehavior behavior2D = viewport2DVisual3DChild.HitTestPoint(filterCallback, resultCallback, new PointHitTestParameters(pointOnChild)); if (behavior2D == HitTestResultBehavior.Stop) { return HitTestResultBehavior.Stop; } } } } } HitTestResultBehavior behavior = resultCallback(results[i]); if (behavior == HitTestResultBehavior.Stop) { return HitTestResultBehavior.Stop; } } return lastResult; } // Gets the hit testing line/ray specified as an origin and direction in // the current local space. internal void GetLocalLine(out Point3D origin, out Vector3D direction) { origin = _origin; direction = _direction; bool isRay = true; if (HasWorldTransformMatrix) { LineUtil.Transform(WorldTransformMatrix, ref origin, ref direction, out isRay); } // At any point along the tree walk we may encounter a transform that turns the ray into // a line and if so we must stay a line _isRay &= isRay; } internal void ClearResults() { results?.Clear(); } #endregion Internal Methods internal bool IsRay { get { return _isRay; } } //------------------------------------------------------ // // Private Fields // //------------------------------------------------------ #region Private Fields private readonly Point3D _origin; private readonly Vector3D _direction; private readonly List<RayHitTestResult> results = new List<RayHitTestResult>(); // 'true' if this is a ray hit test, 'false' if the ray has become a line private bool _isRay; #endregion Private Fields } }