Class TAbstractBindableNode
Unit
Declaration
type TAbstractBindableNode = class(TAbstractChildNode)
Description
Abstract base type for all bindable children nodes.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractBindableNode
Overview
Methods
procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override; |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
Properties
property Bound: Boolean read FBound write SetBound; |
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property Transform: TMatrix4 read FTransform; |
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property TransformScale: Single read FTransformScale; |
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property EventSet_bind: TSFBoolEvent read FEventSet_bind; |
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property EventBindTime: TSFTimeEvent read FEventBindTime; |
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property EventIsBound: TSFBoolEvent read FEventIsBound; |
Description
Methods
procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override; |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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class function ClassX3DType: string; override; |
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Properties
property Bound: Boolean read FBound write SetBound; |
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"Bound" node is the node currently used, for example the "bound" background determines the current background look. Setting this to In every scene (TCastleScene), there are four "stacks" of bindable nodes:
The top-most node of each stack is called "bound". If the scene is set as TCastleRootTransform.MainScene, then the "bound" node determines the camera, background or fog settings. Setting this property to |
property Transform: TMatrix4 read FTransform; |
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Transformation of this bindable node. Bound nodes cannot be instantiated multiple number of times (this would make simple event like "set_bind" not possible, as it would not be known in what coordinate space the node is bound), so it's perfectly safe and comfortable to just keep their transformation here, a their property. It is gathered during traversing. Last BeforeTraverse call for this node sets Transform properties. By default, these represent identity transformation. Note that using TransformScale for bindable nodes like fog is a little simplification. Theoretically, the scale can be non-uniform, and around an arbitrary axis. So to apply e.g. fog, we should transform the 3D world back into local fog coordinate system, and calculate the distances there. Instead right now we do the opposite: transform stuff like fog VisibilityRange by TransformScale, and calculate distances in world coordinate system. This is a simplification, but in practice it's perfect (who uses non-uniform fog scale?) and it can be expressed for renderers (OpenGL) without any problems. |
property TransformScale: Single read FTransformScale; |
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property EventSet_bind: TSFBoolEvent read FEventSet_bind; |
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property EventBindTime: TSFTimeEvent read FEventBindTime; |
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property EventIsBound: TSFBoolEvent read FEventIsBound; |
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