DirectionalLight Class
Light object that projects its effect along a direction specified by a Vector3D.
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 DirectionalLight type exposes the following members.
| Name | Description | |
|---|---|---|
![]() | DirectionalLight | Creates an instance of a light that projects its effect in a specified direction. |
![]() | DirectionalLight(Color, Vector3D) | Creates an instance of a light that projects its effect along a specified Vector3D with a specified color. |
| Name | Description | |
|---|---|---|
![]() | Bounds | Gets a Rect3D that specifies the axis-aligned bounding box of this Model3D. (Inherited from Model3D.) |
![]() | CanFreeze | Gets a value that indicates whether the object can be made unmodifiable. (Inherited from Freezable.) |
![]() | Color | Gets or sets the color of the light. (Inherited from Light.) |
![]() | DependencyObjectType | Gets the DependencyObjectType that wraps the CLR type of this instance. (Inherited from DependencyObject.) |
![]() | Direction | Represents the vector along which the light's effect will be seen on models in a 3-D scene. |
![]() | 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.) |
![]() | Transform | Gets or sets the Transform3D set on the model. (Inherited from Model3D.) |
| 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 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. |
![]() | CloneCore | Makes the instance a clone (deep copy) of the specified Freezable using base (non-animated) property values. (Inherited from Freezable.) |
![]() | CloneCurrentValue | Creates 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. |
![]() | CloneCurrentValueCore | Makes the instance a modifiable clone (deep copy) of the specified Freezable using current property values. (Inherited from Freezable.) |
![]() | 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.) |
![]() | CreateInstance | Initializes a new instance of the Freezable class. (Inherited from Freezable.) |
![]() | CreateInstanceCore | When implemented in a derived class, creates a new instance of the Freezable derived class. (Inherited from Freezable.) |
![]() | Equals | Determines whether a provided DependencyObject is equivalent to the current DependencyObject. (Inherited from DependencyObject.) |
![]() | Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) |
![]() | Freeze | Makes the current object unmodifiable and sets its IsFrozen property to true. (Inherited from Freezable.) |
![]() | FreezeCore | Makes this Animatable object unmodifiable or determines whether it can be made unmodifiable. (Inherited from Animatable.) |
![]() | 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.) |
![]() | GetAsFrozenCore | Makes the instance a frozen clone of the specified Freezable using base (non-animated) property values. (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.) |
![]() | GetCurrentValueAsFrozenCore | Makes the current instance a frozen clone of the specified Freezable. If the object has animated dependency properties, their current animated values are copied. (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.) |
![]() | MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) |
![]() | OnChanged | Called when the current Freezable object is modified. (Inherited from Freezable.) |
![]() | OnFreezablePropertyChanged(DependencyObject, DependencyObject) | Ensures that appropriate context pointers are established for a DependencyObjectType data member that has just been set. (Inherited from Freezable.) |
![]() | OnFreezablePropertyChanged(DependencyObject, DependencyObject, DependencyProperty) | This member supports the Windows Presentation Foundation (WPF) infrastructure and is not intended to be used directly from your code. (Inherited from Freezable.) |
![]() | OnPropertyChanged | Overrides the DependencyObject implementation of OnPropertyChanged to also invoke any Changed handlers in response to a changing dependency property of type Freezable. (Inherited from Freezable.) |
![]() | ReadLocalValue | Returns the local value of a dependency property, if it exists. (Inherited from DependencyObject.) |
![]() | ReadPreamble | Ensures that the Freezable is being accessed from a valid thread. Inheritors of Freezable must call this method at the beginning of any API that reads data members that are not dependency properties. (Inherited from Freezable.) |
![]() | 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 Model3D. (Inherited from Model3D.) |
![]() | ToString(IFormatProvider) | Creates a string representation of the Model3D. (Inherited from Model3D.) |
![]() | VerifyAccess | Enforces that the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.) |
![]() | WritePostscript | Raises the Changed event for the Freezable and invokes its OnChanged method. Classes that derive from Freezable should call this method at the end of any API that modifies class members that are not stored as dependency properties. (Inherited from Freezable.) |
![]() | WritePreamble | Verifies that the Freezable is not frozen and that it is being accessed from a valid threading context. Freezable inheritors should call this method at the beginning of any API that writes to data members that are not dependency properties. (Inherited from Freezable.) |
| Name | Description | |
|---|---|---|
![]() ![]() | IFormattable.ToString | Formats the value of the current instance using the specified format. (Inherited from Model3D.) |
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.
Imports Microsoft.VisualBasic Imports System Imports System.Windows Imports System.Windows.Controls Imports System.Windows.Media Imports System.Windows.Media.Media3D Namespace SDKSample Partial Public Class Basic3DShapeExample Inherits Page Public Sub New() ' Declare scene objects. Dim myViewport3D As New Viewport3D() Dim myModel3DGroup As New Model3DGroup() Dim myGeometryModel As New GeometryModel3D() Dim myModelVisual3D As 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. Dim myPCamera As 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. Dim myDirectionalLight As 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. Dim myMeshGeometry3D As New MeshGeometry3D() ' Create a collection of normal vectors for the MeshGeometry3D. Dim myNormalCollection As 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. Dim myPositionCollection As 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. Dim myTextureCoordinatesCollection As 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. Dim myTriangleIndicesCollection As 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. Dim myHorizontalGradient As 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. Dim myMaterial As 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. Dim myRotateTransform3D As New RotateTransform3D() Dim myAxisAngleRotation3d As 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. Me.Content = myViewport3D End Sub End Class End Namespace
Windows 7, Windows Vista SP1 or later, Windows XP SP3, Windows Server 2008 (Server Core not supported), Windows Server 2008 R2 (Server Core supported with SP1 or later), Windows Server 2003 SP2
The .NET Framework does not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.







