Export (0) Print
Expand All

DirectionalLight Class

Light object that projects its effect along a direction specified by a Vector3D.

Namespace:  System.Windows.Media.Media3D
Assembly:  PresentationCore (in PresentationCore.dll)
XMLNS for XAML: http://schemas.microsoft.com/winfx/2006/xaml/presentation, http://schemas.microsoft.com/netfx/2007/xaml/presentation

public sealed class DirectionalLight : Light
<DirectionalLight .../>

The DirectionalLight type exposes the following members.

  NameDescription
Public methodDirectionalLight()Creates an instance of a light that projects its effect in a specified direction.
Public methodDirectionalLight(Color, Vector3D)Creates an instance of a light that projects its effect along a specified Vector3D with a specified color.
Top

  NameDescription
Public propertyBoundsGets a Rect3D that specifies the axis-aligned bounding box of this Model3D. (Inherited from Model3D.)
Public propertyCanFreezeGets a value that indicates whether the object can be made unmodifiable. (Inherited from Freezable.)
Public propertyColor Gets or sets the color of the light. (Inherited from Light.)
Public propertyDependencyObjectTypeGets the DependencyObjectType that wraps the CLR type of this instance.  (Inherited from DependencyObject.)
Public propertyDirection Represents the vector along which the light's effect will be seen on models in a 3-D scene.
Public propertyDispatcherGets the Dispatcher this DispatcherObject is associated with. (Inherited from DispatcherObject.)
Public propertyHasAnimatedPropertiesGets a value that indicates whether one or more AnimationClock objects is associated with any of this object's dependency properties. (Inherited from Animatable.)
Public propertyIsFrozenGets a value that indicates whether the object is currently modifiable. (Inherited from Freezable.)
Public propertyIsSealedGets a value that indicates whether this instance is currently sealed (read-only). (Inherited from DependencyObject.)
Public propertyTransformGets or sets the Transform3D set on the model. (Inherited from Model3D.)
Top

  NameDescription
Public methodApplyAnimationClock(DependencyProperty, AnimationClock)Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the SnapshotAndReplace handoff behavior is used. (Inherited from Animatable.)
Public methodApplyAnimationClock(DependencyProperty, AnimationClock, HandoffBehavior)Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.)
Public methodBeginAnimation(DependencyProperty, AnimationTimeline)Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the SnapshotAndReplace handoff behavior is used. (Inherited from Animatable.)
Public methodBeginAnimation(DependencyProperty, AnimationTimeline, HandoffBehavior)Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.)
Public methodCheckAccessDetermines whether the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.)
Public methodClearValue(DependencyProperty)Clears the local value of a property. The property to be cleared is specified by a DependencyProperty identifier. (Inherited from DependencyObject.)
Public methodClearValue(DependencyPropertyKey)Clears the local value of a read-only property. The property to be cleared is specified by a DependencyPropertyKey. (Inherited from DependencyObject.)
Public methodCloneCreates a modifiable clone of this DirectionalLight object, making deep copies of this object's values. When copying dependency properties, this method copies resource references and data bindings (but they might no longer resolve) but not animations or their current values.
Public methodCloneCurrentValueCreates a modifiable clone of this DirectionalLight object, making deep copies of this object's current values. Resource references, data bindings, and animations are not copied, but their current values are.
Public methodCoerceValueCoerces the value of the specified dependency property. This is accomplished by invoking any CoerceValueCallback function specified in property metadata for the dependency property as it exists on the calling DependencyObject. (Inherited from DependencyObject.)
Public methodEqualsDetermines whether a provided DependencyObject is equivalent to the current DependencyObject. (Inherited from DependencyObject.)
Public methodFreeze()Makes the current object unmodifiable and sets its IsFrozen property to true. (Inherited from Freezable.)
Public methodGetAnimationBaseValueReturns the non-animated value of the specified DependencyProperty. (Inherited from Animatable.)
Public methodGetAsFrozenCreates a frozen copy of the Freezable, using base (non-animated) property values. Because the copy is frozen, any frozen sub-objects are copied by reference. (Inherited from Freezable.)
Public methodGetCurrentValueAsFrozenCreates a frozen copy of the Freezable using current property values. Because the copy is frozen, any frozen sub-objects are copied by reference. (Inherited from Freezable.)
Public methodGetHashCodeGets a hash code for this DependencyObject. (Inherited from DependencyObject.)
Public methodGetLocalValueEnumeratorCreates a specialized enumerator for determining which dependency properties have locally set values on this DependencyObject. (Inherited from DependencyObject.)
Public methodGetTypeGets the Type of the current instance. (Inherited from Object.)
Public methodGetValueReturns the current effective value of a dependency property on this instance of a DependencyObject. (Inherited from DependencyObject.)
Public methodInvalidatePropertyRe-evaluates the effective value for the specified dependency property (Inherited from DependencyObject.)
Public methodReadLocalValueReturns the local value of a dependency property, if it exists. (Inherited from DependencyObject.)
Public methodSetCurrentValueSets the value of a dependency property without changing its value source. (Inherited from DependencyObject.)
Public methodSetValue(DependencyProperty, Object)Sets the local value of a dependency property, specified by its dependency property identifier. (Inherited from DependencyObject.)
Public methodSetValue(DependencyPropertyKey, Object)Sets the local value of a read-only dependency property, specified by the DependencyPropertyKey identifier of the dependency property. (Inherited from DependencyObject.)
Protected methodShouldSerializePropertyReturns a value that indicates whether serialization processes should serialize the value for the provided dependency property. (Inherited from DependencyObject.)
Public methodToString()Creates a string representation of the Model3D. (Inherited from Model3D.)
Public methodToString(IFormatProvider)Creates a string representation of the Model3D. (Inherited from Model3D.)
Public methodVerifyAccessEnforces that the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.)
Top

  NameDescription
Public eventChangedOccurs when the Freezable or an object it contains is modified. (Inherited from Freezable.)
Top

  NameDescription
Public fieldStatic memberDirectionProperty Identifies the Direction dependency property.
Top

  NameDescription
Explicit interface implemetationPrivate methodIFormattable.ToStringFormats the value of the current instance using the specified format. (Inherited from Model3D.)
Top

DirectionalLight objects have no position in space.

This example shows how to create a 3-D object that looks like a flat sheet of paper which has been rotated. A Viewport3D along with the following components are used to create this simple 3-D scene:

  • A camera is created using a PerspectiveCamera. The camera specifies what part of the 3-D scene is viewable.

  • A mesh is created to specify the shape of 3-D object (sheet of paper) using the Geometry property of GeometryModel3D.

  • A material is specified to be displayed on the surface of the object (linear gradient in this sample) using the Material property of GeometryModel3D.

  • A light is created to shine on the object using DirectionalLight.

The code below shows how to create a 3-D scene in XAML.

<Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
  xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" >
  <DockPanel>
    <Viewbox>
      <Canvas Width="321" Height="201">

        <!-- The Viewport3D provides a rendering surface for 3-D visual content. -->
        <Viewport3D ClipToBounds="True" Width="150" Height="150" Canvas.Left="0" Canvas.Top="10">

          <!-- Defines the camera used to view the 3D object. -->
          <Viewport3D.Camera>
            <PerspectiveCamera Position="0,0,2" LookDirection="0,0,-1" FieldOfView="60" />
          </Viewport3D.Camera>

          <!-- The ModelVisual3D children contain the 3D models -->
          <Viewport3D.Children>

            <!-- This ModelVisual3D defines the light cast in the scene. Without light, the 3D 
                 object cannot be seen. Also, the direction of the lights affect shadowing. If desired,
                 you can create multiple lights with different colors that shine from different directions. -->
            <ModelVisual3D>
              <ModelVisual3D.Content>
                <DirectionalLight Color="#FFFFFF" Direction="-0.612372,-0.5,-0.612372" />
              </ModelVisual3D.Content>
            </ModelVisual3D>
            <ModelVisual3D>
              <ModelVisual3D.Content>
                <GeometryModel3D>

                  <!-- The geometry specifes the shape of the 3D plane. In this sample, a flat sheet is created. -->
                  <GeometryModel3D.Geometry>
                    <MeshGeometry3D
                     TriangleIndices="0,1,2 3,4,5 "
                     Normals="0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 "
                     TextureCoordinates="0,0 1,0 1,1 1,1 0,1 0,0 "
                     Positions="-0.5,-0.5,0.5 0.5,-0.5,0.5 0.5,0.5,0.5 0.5,0.5,0.5 -0.5,0.5,0.5 -0.5,-0.5,0.5 " />
                  </GeometryModel3D.Geometry>

                  <!-- The material specifies the material applied to the 3D object. In this sample a linear gradient 
                       covers the surface of the 3D object.-->
                  <GeometryModel3D.Material>
                    <MaterialGroup>
                      <DiffuseMaterial>
                        <DiffuseMaterial.Brush>
                          <LinearGradientBrush StartPoint="0,0.5" EndPoint="1,0.5">
                            <LinearGradientBrush.GradientStops>
                              <GradientStop Color="Yellow" Offset="0" />
                              <GradientStop Color="Red" Offset="0.25" />
                              <GradientStop Color="Blue" Offset="0.75" />
                              <GradientStop Color="LimeGreen" Offset="1" />
                            </LinearGradientBrush.GradientStops>
                          </LinearGradientBrush>
                        </DiffuseMaterial.Brush>
                      </DiffuseMaterial>
                    </MaterialGroup>
                  </GeometryModel3D.Material>

                  <!-- Apply a transform to the object. In this sample, a rotation transform is applied, rendering the 
                       3D object rotated. -->
                  <GeometryModel3D.Transform>
                    <RotateTransform3D>
                      <RotateTransform3D.Rotation>
                        <AxisAngleRotation3D Axis="0,3,0" Angle="40" />
                      </RotateTransform3D.Rotation>
                    </RotateTransform3D>
                  </GeometryModel3D.Transform>
                </GeometryModel3D>
              </ModelVisual3D.Content>
            </ModelVisual3D>
          </Viewport3D.Children>

        </Viewport3D>
      </Canvas>
    </Viewbox>
  </DockPanel>
</Page>

The code below shows how to create the same 3-D scene in procedural code.

using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D;

namespace SDKSample
{
    public partial class Basic3DShapeExample : Page
    {
        public Basic3DShapeExample()
        {

            // Declare scene objects.
            Viewport3D myViewport3D = new Viewport3D();
            Model3DGroup myModel3DGroup = new Model3DGroup();
            GeometryModel3D myGeometryModel = new GeometryModel3D();
            ModelVisual3D myModelVisual3D = new ModelVisual3D();
            // Defines the camera used to view the 3D object. In order to view the 3D object, 
            // the camera must be positioned and pointed such that the object is within view  
            // of the camera.
            PerspectiveCamera myPCamera = new PerspectiveCamera();

            // Specify where in the 3D scene the camera is.
            myPCamera.Position = new Point3D(0, 0, 2);

            // Specify the direction that the camera is pointing.
            myPCamera.LookDirection = new Vector3D(0, 0, -1);

            // Define camera's horizontal field of view in degrees.
            myPCamera.FieldOfView = 60;

            // Asign the camera to the viewport
            myViewport3D.Camera = myPCamera;
            // Define the lights cast in the scene. Without light, the 3D object cannot  
            // be seen. Note: to illuminate an object from additional directions, create  
            // additional lights.
            DirectionalLight myDirectionalLight = new DirectionalLight();
            myDirectionalLight.Color = Colors.White;
            myDirectionalLight.Direction = new Vector3D(-0.61, -0.5, -0.61);

            myModel3DGroup.Children.Add(myDirectionalLight);

            // The geometry specifes the shape of the 3D plane. In this sample, a flat sheet  
            // is created.
            MeshGeometry3D myMeshGeometry3D = new MeshGeometry3D();

            // Create a collection of normal vectors for the MeshGeometry3D.
            Vector3DCollection myNormalCollection = new Vector3DCollection();
            myNormalCollection.Add(new Vector3D(0,0,1));
            myNormalCollection.Add(new Vector3D(0,0,1));
            myNormalCollection.Add(new Vector3D(0,0,1));
            myNormalCollection.Add(new Vector3D(0,0,1));
            myNormalCollection.Add(new Vector3D(0,0,1));
            myNormalCollection.Add(new Vector3D(0,0,1));
            myMeshGeometry3D.Normals = myNormalCollection;

            // Create a collection of vertex positions for the MeshGeometry3D. 
            Point3DCollection myPositionCollection = new Point3DCollection();
            myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
            myPositionCollection.Add(new Point3D(0.5, -0.5, 0.5));
            myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
            myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
            myPositionCollection.Add(new Point3D(-0.5, 0.5, 0.5));
            myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
            myMeshGeometry3D.Positions = myPositionCollection;

            // Create a collection of texture coordinates for the MeshGeometry3D.
            PointCollection myTextureCoordinatesCollection = new PointCollection();
            myTextureCoordinatesCollection.Add(new Point(0, 0));
            myTextureCoordinatesCollection.Add(new Point(1, 0));
            myTextureCoordinatesCollection.Add(new Point(1, 1));
            myTextureCoordinatesCollection.Add(new Point(1, 1));
            myTextureCoordinatesCollection.Add(new Point(0, 1));
            myTextureCoordinatesCollection.Add(new Point(0, 0));
            myMeshGeometry3D.TextureCoordinates = myTextureCoordinatesCollection;

            // Create a collection of triangle indices for the MeshGeometry3D.
            Int32Collection myTriangleIndicesCollection = new Int32Collection();
            myTriangleIndicesCollection.Add(0);
            myTriangleIndicesCollection.Add(1);
            myTriangleIndicesCollection.Add(2);
            myTriangleIndicesCollection.Add(3);
            myTriangleIndicesCollection.Add(4);
            myTriangleIndicesCollection.Add(5);
            myMeshGeometry3D.TriangleIndices = myTriangleIndicesCollection;

            // Apply the mesh to the geometry model.
            myGeometryModel.Geometry = myMeshGeometry3D;

            // The material specifies the material applied to the 3D object. In this sample a   
            // linear gradient covers the surface of the 3D object. 

            // Create a horizontal linear gradient with four stops.   
            LinearGradientBrush myHorizontalGradient = new LinearGradientBrush();
            myHorizontalGradient.StartPoint = new Point(0, 0.5);
            myHorizontalGradient.EndPoint = new Point(1, 0.5);
            myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Yellow, 0.0));
            myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Red, 0.25));
            myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Blue, 0.75));
            myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.LimeGreen, 1.0));

            // Define material and apply to the mesh geometries.
            DiffuseMaterial myMaterial = new DiffuseMaterial(myHorizontalGradient);
            myGeometryModel.Material = myMaterial;

            // Apply a transform to the object. In this sample, a rotation transform is applied,   
            // rendering the 3D object rotated.
            RotateTransform3D myRotateTransform3D = new RotateTransform3D();
            AxisAngleRotation3D myAxisAngleRotation3d = new AxisAngleRotation3D();
            myAxisAngleRotation3d.Axis = new Vector3D(0,3,0);
            myAxisAngleRotation3d.Angle = 40;
            myRotateTransform3D.Rotation = myAxisAngleRotation3d;
            myGeometryModel.Transform = myRotateTransform3D;

            // Add the geometry model to the model group.
            myModel3DGroup.Children.Add(myGeometryModel);

            // Add the group of models to the ModelVisual3d.
            myModelVisual3D.Content = myModel3DGroup;

            // 
            myViewport3D.Children.Add(myModelVisual3D);

            // Apply the viewport to the page so it will be rendered. 
            this.Content = myViewport3D;
        }
    }
}

.NET Framework

Supported in: 4.6, 4, 3.5, 3.0

.NET Framework Client Profile

Supported in: 4, 3.5 SP1

Windows 8.1, Windows Server 2012 R2, Windows 8, Windows Server 2012, Windows 7, Windows Vista SP2, Windows Server 2008 (Server Core Role not supported), Windows Server 2008 R2 (Server Core Role supported with SP1 or later; Itanium not supported)

The .NET Framework does not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.
Show:
© 2014 Microsoft