EmissiveMaterial Class
System.Windows.Threading.DispatcherObject
System.Windows.DependencyObject
System.Windows.Freezable
System.Windows.Media.Animation.Animatable
System.Windows.Media.Media3D.Material
System.Windows.Media.Media3D.EmissiveMaterial
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
The EmissiveMaterial type exposes the following members.
| Name | Description | |
|---|---|---|
![]() | EmissiveMaterial() | Initializes a new instance of the EmissiveMaterial class. |
![]() | EmissiveMaterial(Brush) | Initializes a new instance of the EmissiveMaterial class with the specified brush. |
| Name | Description | |
|---|---|---|
![]() | Brush | Gets or sets the Brush applied by the EmissiveMaterial. |
![]() | CanFreeze | Gets a value that indicates whether the object can be made unmodifiable. (Inherited from Freezable.) |
![]() | Color | Gets or sets the color filter for the material's texture. |
![]() | DependencyObjectType | Gets the DependencyObjectType that wraps the CLR type of this instance. (Inherited from DependencyObject.) |
![]() | Dispatcher | Gets the Dispatcher this DispatcherObject is associated with. (Inherited from DispatcherObject.) |
![]() | HasAnimatedProperties | Gets a value that indicates whether one or more AnimationClock objects is associated with any of this object's dependency properties. (Inherited from Animatable.) |
![]() | IsFrozen | Gets a value that indicates whether the object is currently modifiable. (Inherited from Freezable.) |
![]() | IsSealed | Gets a value that indicates whether this instance is currently sealed (read-only). (Inherited from DependencyObject.) |
| Name | Description | |
|---|---|---|
![]() | ApplyAnimationClock(DependencyProperty, AnimationClock) | Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the SnapshotAndReplace handoff behavior is used. (Inherited from Animatable.) |
![]() | ApplyAnimationClock(DependencyProperty, AnimationClock, HandoffBehavior) | Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.) |
![]() | BeginAnimation(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.) |
![]() | BeginAnimation(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.) |
![]() | CheckAccess | Determines whether the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.) |
![]() | ClearValue(DependencyProperty) | Clears the local value of a property. The property to be cleared is specified by a DependencyProperty identifier. (Inherited from DependencyObject.) |
![]() | ClearValue(DependencyPropertyKey) | Clears the local value of a read-only property. The property to be cleared is specified by a DependencyPropertyKey. (Inherited from DependencyObject.) |
![]() | Clone | Creates a modifiable clone of this EmissiveMaterial, 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. |
![]() | CloneCurrentValue | Creates a modifiable clone of this EmissiveMaterial object, making deep copies of this object's current values. Resource references, data bindings, and animations are not copied, but their current values are. |
![]() | CoerceValue | Coerces 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.) |
![]() | Equals | Determines whether a provided DependencyObject is equivalent to the current DependencyObject. (Inherited from DependencyObject.) |
![]() | Freeze() | Makes the current object unmodifiable and sets its IsFrozen property to true. (Inherited from Freezable.) |
![]() | GetAnimationBaseValue | Returns the non-animated value of the specified DependencyProperty. (Inherited from Animatable.) |
![]() | GetAsFrozen | Creates 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.) |
![]() | GetCurrentValueAsFrozen | Creates 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.) |
![]() | GetHashCode | Gets a hash code for this DependencyObject. (Inherited from DependencyObject.) |
![]() | GetLocalValueEnumerator | Creates a specialized enumerator for determining which dependency properties have locally set values on this DependencyObject. (Inherited from DependencyObject.) |
![]() | GetType | Gets the Type of the current instance. (Inherited from Object.) |
![]() | GetValue | Returns the current effective value of a dependency property on this instance of a DependencyObject. (Inherited from DependencyObject.) |
![]() | InvalidateProperty | Re-evaluates the effective value for the specified dependency property (Inherited from DependencyObject.) |
![]() | ReadLocalValue | Returns the local value of a dependency property, if it exists. (Inherited from DependencyObject.) |
![]() | SetCurrentValue | Sets the value of a dependency property without changing its value source. (Inherited from DependencyObject.) |
![]() | SetValue(DependencyProperty, Object) | Sets the local value of a dependency property, specified by its dependency property identifier. (Inherited from DependencyObject.) |
![]() | SetValue(DependencyPropertyKey, Object) | Sets the local value of a read-only dependency property, specified by the DependencyPropertyKey identifier of the dependency property. (Inherited from DependencyObject.) |
![]() | ShouldSerializeProperty | Returns a value that indicates whether serialization processes should serialize the value for the provided dependency property. (Inherited from DependencyObject.) |
![]() | ToString() | Creates a string representation of the object based on the current culture. (Inherited from Material.) |
![]() | ToString(IFormatProvider) | Creates a string representation of the Material. (Inherited from Material.) |
![]() | VerifyAccess | Enforces that the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.) |
| Name | Description | |
|---|---|---|
![]() ![]() | BrushProperty | Identifies the Brush dependency property. |
![]() ![]() | ColorProperty | Identifies the Color dependency property. |
| Name | Description | |
|---|---|---|
![]() ![]() | IFormattable.ToString | Formats the value of the current instance using the specified format. (Inherited from Material.) |
The following example shows how to use EmissiveMaterial to add color to an existing Material equal to the color of the EmissiveMaterial's brush. The code below shows DiffuseMaterial and EmissiveMaterial applied in combination to add blue to the DiffuseMaterial's appearance.
<!-- The material applied to the 3D object is made up of a DiffuseMaterial (gradient brush) with an EmissiveMaterial layered on top (blue SolidColorBrush). The EmissiveMaterial adds blue to the gradient. --> <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> <EmissiveMaterial> <EmissiveMaterial.Brush> <SolidColorBrush x:Name="mySolidColorBrush" Color="Blue" /> </EmissiveMaterial.Brush> </EmissiveMaterial> </MaterialGroup> </GeometryModel3D.Material>
In procedural code:
// The material property of GeometryModel3D specifies the material applied to the 3D object. // In this sample the material applied to the 3D object is made up of two materials layered // on top of each other - a DiffuseMaterial (gradient brush) with an EmissiveMaterial // layered on top (blue SolidColorBrush). The EmmisiveMaterial alters the appearance of // the gradient toward blue. // 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 that will use the gradient. DiffuseMaterial myDiffuseMaterial = new DiffuseMaterial(myHorizontalGradient); // Add this gradient to a MaterialGroup. MaterialGroup myMaterialGroup = new MaterialGroup(); myMaterialGroup.Children.Add(myDiffuseMaterial); // Define an Emissive Material with a blue brush. Color c = new Color(); c.ScA = 1; c.ScB = 255; c.ScR = 0; c.ScG = 0; EmissiveMaterial myEmissiveMaterial = new EmissiveMaterial(new SolidColorBrush(c)); // Add the Emmisive Material to the Material Group. myMaterialGroup.Children.Add(myEmissiveMaterial); // Add the composite material to the 3D model. myGeometryModel.Material = myMaterialGroup;
The following code shows the entire sample 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 x:Name="myPerspectiveCamera" 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 lights cast in the scene. Without light, the 3D object cannot be seen. --> <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 case, 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 applied to the 3D object is made up of a DiffuseMaterial (gradient brush) with an EmissiveMaterial layered on top (blue SolidColorBrush). The EmissiveMaterial adds blue to the gradient. --> <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> <EmissiveMaterial> <EmissiveMaterial.Brush> <SolidColorBrush x:Name="mySolidColorBrush" Color="Blue" /> </EmissiveMaterial.Brush> </EmissiveMaterial> </MaterialGroup> </GeometryModel3D.Material> <!-- The Transform specifies how to transform the 3D object. This transform rotates the object.--> <GeometryModel3D.Transform> <RotateTransform3D> <RotateTransform3D.Rotation> <AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,3,0" Angle="40" /> </RotateTransform3D.Rotation> </RotateTransform3D> </GeometryModel3D.Transform> </GeometryModel3D> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D.Children> </Viewport3D> </Canvas> </Viewbox> </DockPanel> </Page>
Below is the entire sample 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 EmissiveMaterialExample : Page { public EmissiveMaterialExample() { // 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 property of GeometryModel3D specifies the material applied to the 3D object. // In this sample the material applied to the 3D object is made up of two materials layered // on top of each other - a DiffuseMaterial (gradient brush) with an EmissiveMaterial // layered on top (blue SolidColorBrush). The EmmisiveMaterial alters the appearance of // the gradient toward blue. // 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 that will use the gradient. DiffuseMaterial myDiffuseMaterial = new DiffuseMaterial(myHorizontalGradient); // Add this gradient to a MaterialGroup. MaterialGroup myMaterialGroup = new MaterialGroup(); myMaterialGroup.Children.Add(myDiffuseMaterial); // Define an Emissive Material with a blue brush. Color c = new Color(); c.ScA = 1; c.ScB = 255; c.ScR = 0; c.ScG = 0; EmissiveMaterial myEmissiveMaterial = new EmissiveMaterial(new SolidColorBrush(c)); // Add the Emmisive Material to the Material Group. myMaterialGroup.Children.Add(myEmissiveMaterial); // Add the composite material to the 3D model. myGeometryModel.Material = myMaterialGroup; // 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; } } }
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.
