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//---------------------------------------------------------------------------
//
// <copyright file="Point3D.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
//
// Description: 3D point implementation.
//
// See spec at http://avalon/medialayer/Specifications/Avalon3D%20API%20Spec.mht
//
// History:
// 06/02/2003 : t-gregr - Created
//
//---------------------------------------------------------------------------
using System.Windows;
using System.Windows.Media.Media3D;
using System;
namespace System.Windows.Media.Media3D
{
/// <summary>
/// Point3D - 3D point representation.
/// Defaults to (0,0,0).
/// </summary>
public partial struct Point3D
{
//------------------------------------------------------
//
// Constructors
//
//------------------------------------------------------
#region Constructors
/// <summary>
/// Constructor that sets point's initial values.
/// </summary>
/// <param name="x">Value of the X coordinate of the new point.</param>
/// <param name="y">Value of the Y coordinate of the new point.</param>
/// <param name="z">Value of the Z coordinate of the new point.</param>
public Point3D(double x, double y, double z)
{
_x = x;
_y = y;
_z = z;
}
#endregion Constructors
//------------------------------------------------------
//
// Public Methods
//
//------------------------------------------------------
#region Public Methods
/// <summary>
/// Offset - update point position by adding offsetX to X, offsetY to Y, and offsetZ to Z.
/// </summary>
/// <param name="offsetX">Offset in the X direction.</param>
/// <param name="offsetY">Offset in the Y direction.</param>
/// <param name="offsetZ">Offset in the Z direction.</param>
public void Offset(double offsetX, double offsetY, double offsetZ)
{
_x += offsetX;
_y += offsetY;
_z += offsetZ;
}
/// <summary>
/// Point3D + Vector3D addition.
/// </summary>
/// <param name="point">Point being added.</param>
/// <param name="vector">Vector being added.</param>
/// <returns>Result of addition.</returns>
public static Point3D operator +(Point3D point, Vector3D vector)
{
return new Point3D(point._x + vector._x,
point._y + vector._y,
point._z + vector._z);
}
/// <summary>
/// Point3D + Vector3D addition.
/// </summary>
/// <param name="point">Point being added.</param>
/// <param name="vector">Vector being added.</param>
/// <returns>Result of addition.</returns>
public static Point3D Add(Point3D point, Vector3D vector)
{
return new Point3D(point._x + vector._x,
point._y + vector._y,
point._z + vector._z);
}
/// <summary>
/// Point3D - Vector3D subtraction.
/// </summary>
/// <param name="point">Point from which vector is being subtracted.</param>
/// <param name="vector">Vector being subtracted from the point.</param>
/// <returns>Result of subtraction.</returns>
public static Point3D operator -(Point3D point, Vector3D vector)
{
return new Point3D(point._x - vector._x,
point._y - vector._y,
point._z - vector._z);
}
/// <summary>
/// Point3D - Vector3D subtraction.
/// </summary>
/// <param name="point">Point from which vector is being subtracted.</param>
/// <param name="vector">Vector being subtracted from the point.</param>
/// <returns>Result of subtraction.</returns>
public static Point3D Subtract(Point3D point, Vector3D vector)
{
return new Point3D(point._x - vector._x,
point._y - vector._y,
point._z - vector._z);
}
/// <summary>
/// Subtraction.
/// </summary>
/// <param name="point1">Point from which we are subtracting the second point.</param>
/// <param name="point2">Point being subtracted.</param>
/// <returns>Vector between the two points.</returns>
public static Vector3D operator -(Point3D point1, Point3D point2)
{
return new Vector3D(point1._x - point2._x,
point1._y - point2._y,
point1._z - point2._z);
}
/// <summary>
/// Subtraction.
/// </summary>
/// <param name="point1">Point from which we are subtracting the second point.</param>
/// <param name="point2">Point being subtracted.</param>
/// <returns>Vector between the two points.</returns>
public static Vector3D Subtract(Point3D point1, Point3D point2)
{
Vector3D v = new Vector3D();
Subtract(ref point1, ref point2, out v);
return v;
}
/// <summary>
/// Faster internal version of Subtract that avoids copies
///
/// p1 and p2 to a passed by ref for perf and ARE NOT MODIFIED
/// </summary>
internal static void Subtract(ref Point3D p1, ref Point3D p2, out Vector3D result)
{
result._x = p1._x - p2._x;
result._y = p1._y - p2._y;
result._z = p1._z - p2._z;
}
/// <summary>
/// Point3D * Matrix3D multiplication.
/// </summary>
/// <param name="point">Point being transformed.</param>
/// <param name="matrix">Transformation matrix applied to the point.</param>
/// <returns>Result of the transformation matrix applied to the point.</returns>
public static Point3D operator *(Point3D point, Matrix3D matrix)
{
return matrix.Transform(point);
}
/// <summary>
/// Point3D * Matrix3D multiplication.
/// </summary>
/// <param name="point">Point being transformed.</param>
/// <param name="matrix">Transformation matrix applied to the point.</param>
/// <returns>Result of the transformation matrix applied to the point.</returns>
public static Point3D Multiply(Point3D point, Matrix3D matrix)
{
return matrix.Transform(point);
}
/// <summary>
/// Explicit conversion to Vector3D.
/// </summary>
/// <param name="point">Given point.</param>
/// <returns>Vector representing the point.</returns>
public static explicit operator Vector3D(Point3D point)
{
return new Vector3D(point._x, point._y, point._z);
}
/// <summary>
/// Explicit conversion to Point4D.
/// </summary>
/// <param name="point">Given point.</param>
/// <returns>4D point representing the 3D point.</returns>
public static explicit operator Point4D(Point3D point)
{
return new Point4D(point._x, point._y, point._z, 1.0);
}
#endregion Public Methods
}
}
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