MeshGeometry3D.Normals Property


Gets or sets a collection of normal vectors for the MeshGeometry3D.

 property System::Windows::Media::Media3D::Vector3DCollection ^ Normals { System::Windows::Media::Media3D::Vector3DCollection ^ get(); void set(System::Windows::Media::Media3D::Vector3DCollection ^ value); };
public System.Windows.Media.Media3D.Vector3DCollection Normals { get; set; }
member this.Normals : System.Windows.Media.Media3D.Vector3DCollection with get, set
Public Property Normals As Vector3DCollection

Property Value

Vector3DCollection that contains the normal vectors for the MeshGeometry3D.


              Positions="-1 -1 0  1 -1 0  -1 1 0  1 1 0"
              Normals="0 0 1  0 0 1  0 0 1  0 0 1"
              TextureCoordinates="0 1  1 1  0 0  1 0   "
              TriangleIndices="0 1 2  1 3 2" />
                  <SolidColorBrush Color="Cyan" Opacity="0.3"/>
  <!-- Translate the plane. -->
            OffsetX="2" OffsetY="0" OffsetZ="-1"   >


Normal vectors are vectors perpendicular to the face of each triangle that defines a mesh. Normals determine whether a given triangle face is lit.

MeshGeometry3D allows the developer to specify position, normal, and texture coordinate information.

Normals are assumed to be associated with the front faces of a mesh primitive. The winding order (the order in which the Positions that make up each triangle of the mesh are specified) determines whether a given face is front-facing or back-facing.

If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh. If triangle indices are specified, normals will be generated that take into account adjacent faces. If triangle indices are not specified, only one normal will be generated for the specified triangle. This might cause a faceted appearance in the mesh.

Dependency Property Information

Identifier field NormalsProperty
Metadata properties set to true None

Applies to

See also