Class TProximitySensorInstance

Unit

Declaration

type TProximitySensorInstance = class(TShapeTree)

Description

No description available, ancestor TShapeTree description follows

Tree of shapes.

Although VRML/X3D model already provides the tree (graph of VRML/X3D nodes), it's a little too complicated to be used at each render call. It's especially true for VRML <= 1.0 (where properties may "leak out" from one node to the next), VRML/X3D >= 2.0 cleaned a lot here but still some work must be done when traversing (like accumulating transformations).

So we process VRML/X3D tree to this tree, which is much simpler with all the geometry nodes (TAbstractGeometryNode) along with their state (TX3DGraphTraverseState) as leafs (TShape).

Hierarchy

Overview

Fields

Public InverseTransform: TMatrix4;
Public IsActive: boolean;

Methods

Public function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override;
Public function DebugInfo(const Indent: string = ''): string; override;

Properties

Public property Node: TProximitySensorNode read FNode write FNode;

Description

Fields

Public InverseTransform: TMatrix4;
 
Public IsActive: boolean;
 

Methods

Public function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override;
 
Public function DebugInfo(const Indent: string = ''): string; override;
 

Properties

Public property Node: TProximitySensorNode read FNode write FNode;
 

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