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//---------------------------------------------------------------------------
//
// <copyright file="AxisAngleRotation3D.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
//---------------------------------------------------------------------------
using System;
using MS.Internal;
namespace System.Windows.Media.Media3D
{
/// <summary>
/// A rotation in 3-space defined by an axis and an angle to rotate about that axis.
/// </summary>
public partial class AxisAngleRotation3D
{
//------------------------------------------------------
//
// Constructors
//
//------------------------------------------------------
#region Constructors
/// <summary>
/// Default constructor that creates a rotation with Axis (0,1,0) and Angle of 0.
/// </summary>
public AxisAngleRotation3D() {}
/// <summary>
/// Constructor taking axis and angle.
/// </summary>
public AxisAngleRotation3D(Vector3D axis, double angle)
{
Axis = axis;
Angle = angle;
}
#endregion Constructors
//------------------------------------------------------
//
// Public Methods
//
//------------------------------------------------------
//------------------------------------------------------
//
// Public Properties
//
//------------------------------------------------------
//------------------------------------------------------
//
// Public Events
//
//------------------------------------------------------
//------------------------------------------------------
//
// Internal Properties
//
//------------------------------------------------------
#region Internal Properties
// Used by animation to get a snapshot of the current rotational
// configuration for interpolation in Rotation3DAnimations.
internal override Quaternion InternalQuaternion
{
get
{
if (_cachedQuaternionValue == c_dirtyQuaternion)
{
Vector3D axis = Axis;
// Quaternion's axis/angle ctor throws if the axis has zero length.
//
// This threshold needs to match the one we used in D3DXVec3Normalize (d3dxmath9.cpp)
// and in unmanaged code. See also AxisAngleRotation3D.cpp.
if (axis.LengthSquared > DoubleUtil.FLT_MIN)
{
_cachedQuaternionValue = new Quaternion(axis, Angle);
}
else
{
// If we have a zero-length axis we return identity (i.e.,
// we consider this to be no rotation.)
_cachedQuaternionValue = Quaternion.Identity;
}
}
return _cachedQuaternionValue;
}
}
#endregion Internal Properties
internal void AxisPropertyChangedHook(DependencyPropertyChangedEventArgs e)
{
_cachedQuaternionValue = c_dirtyQuaternion;
}
internal void AnglePropertyChangedHook(DependencyPropertyChangedEventArgs e)
{
_cachedQuaternionValue = c_dirtyQuaternion;
}
//------------------------------------------------------
//
// Private Fields
//
//------------------------------------------------------
private Quaternion _cachedQuaternionValue = c_dirtyQuaternion;
// Arbitrary quaternion that will signify that our cached quat is dirty
// Reasonable quaternions are normalized so it's very unlikely that this
// will ever occurr in a normal application.
internal static readonly Quaternion c_dirtyQuaternion = new Quaternion(
Math.E, Math.PI, Math.E * Math.PI, 55.0
);
}
}
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