Class TCastleBackground
Unit
CastleScene
Declaration
type TCastleBackground = class(TCastleComponent)
Description
Background, a skybox with a color gradient to represent sky and ground behind.
See https://en.wikipedia.org/wiki/Cube_mapping#Skyboxes .
You can find numerous free skyboxes e.g. on https://opengameart.org/art-search?keys=skybox and http://www.humus.name/index.php?page=Textures .
Hierarchy
Overview
Fields
Methods
Properties
Description
Fields
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nested const DefaultSmoothEquator = 0.025; |
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Methods
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procedure Loaded; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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Properties
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property SkyTopColor: TCastleColorRGB read FSkyTopColor write SetSkyTopColor; |
Sky color in the zenith. SkyTopColor and SkyEquatorColor are displayed as a gradient on the upper hemisphere around camera.
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property SkyEquatorColor: TCastleColorRGB read FSkyEquatorColor write SetSkyEquatorColor; |
Sky color at the equator. SkyTopColor and SkyEquatorColor are displayed as a gradient on the upper hemisphere around camera.
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property GroundBottomColor: TCastleColorRGB read FGroundBottomColor write SetGroundBottomColor; |
Ground color at nadir (direction looking straight down). GroundBottomColor and GroundEquatorColor are displayed as a gradient on lower hemisphere around camera.
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property GroundEquatorColor: TCastleColorRGB read FGroundEquatorColor write SetGroundEquatorColor; |
Ground color at equator. GroundBottomColor and GroundEquatorColor are displayed as a gradient on lower hemisphere around camera.
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property Rotation: TVector4 read FRotation write SetRotation; |
Rotate the background around any axis easily. By default this is (0, 1, 0, 0) and often you will want to just change the 4th rotation component, angle, to rotate around the Y axis.
Set it like this:
MyBackground.Rotation := Vector4(0, 1, 0, Pi / 4);
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property TextureNegativeZ: String read FTextureNegativeZ write SetTextureNegativeZ; |
Back (-Z) background texture. Orientation should match X3D Background node.
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property TexturePositiveZ: String read FTexturePositiveZ write SetTexturePositiveZ; |
Front (+Z) background texture. Orientation should match X3D Background node.
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property TexturePositiveY: String read FTexturePositiveY write SetTexturePositiveY; |
Top (+Y) background texture. Orientation should match X3D Background node.
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property TextureNegativeY: String read FTextureNegativeY write SetTextureNegativeY; |
Bottom (-Y) background texture. Orientation should match X3D Background node.
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property TextureNegativeX: String read FTextureNegativeX write SetTextureNegativeX; |
Left (-X) background texture. Orientation should match X3D Background node.
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property TexturePositiveX: String read FTexturePositiveX write SetTexturePositiveX; |
Right (+X) background texture. Orientation should match X3D Background node.
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property SmoothEquator: Single read FSmoothEquator write SetSmoothEquator default DefaultSmoothEquator; |
Make color transition from sky to ground less abrupt, adding a gradient from GroundEquatorColor to SkyEquatorColor. This property determines gradient size, in radians – angle along the sky sphere.
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property SkyTopColorPersistent: TCastleColorRGBPersistent read FSkyTopColorPersistent ; |
SkyTopColor that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write SkyTopColor directly.
See also
- SkyTopColor
- Sky color in the zenith.
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property RotationPersistent: TCastleVector4Persistent read FRotationPersistent ; |
Rotation that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Rotation directly.
See also
- Rotation
- Rotate the background around any axis easily.
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