Class TAbstractShapeNode

Unit

Declaration

type TAbstractShapeNode = class(TAbstractChildNode)

Description

Base node type for all Shape nodes.

Hierarchy

Overview

Fields

Public InternalWasVisibleFrameId: TFrameId;

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public constructor Create(const AX3DName: string = ''; const ABaseUrl: string = ''); override;
Public procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;
Public procedure AfterTraverse(StateStack: TX3DGraphTraverseStateStack); override;
Public function CommonSurfaceShader: TCommonSurfaceShaderNode; deprecated 'use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)';
Public function WasVisible: Boolean;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;

Properties

Public property Texture: TAbstractTextureNode read GetTexture write SetTexture;
Public property TextureTransform: TAbstractTextureTransformNode read GetTextureTransform write SetTextureTransform;
Public property Material: TAbstractMaterialNode read GetMaterial write SetMaterial;
Public property LineProperties: TLinePropertiesNode read GetLineProperties write SetLineProperties;
Public property FdAppearance: TSFNode read FFdAppearance;
Public property Appearance: TAppearanceNode read GetAppearance write SetAppearance;
Public property FdGeometry: TSFNode read FFdGeometry;
Public property Geometry: TAbstractGeometryNode read GetGeometry write SetGeometry;
Public property FdBboxCenter: TSFVec3f read FFdBboxCenter;
Public property BBox: TBox3D read GetBBox write SetBBox;
Public property FdBboxSize: TSFVec3f read FFdBboxSize;
Public property FdShading: TSFStringEnum read FFdShading;
Public property Shading: TShading read GetShading write SetShading;
Public property FdRender: TSFBool read FFdRender;
Public property Render: Boolean read GetRender write SetRender;
Public property FdCollision: TSFStringEnum read FFdCollision;
Public property Collision: TShapeCollision read GetCollision write SetCollision;

Description

Fields

Public InternalWasVisibleFrameId: TFrameId;
 

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
 
Public constructor Create(const AX3DName: string = ''; const ABaseUrl: string = ''); override;
 
Public procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;
 
Public procedure AfterTraverse(StateStack: TX3DGraphTraverseStateStack); override;
 
Public function CommonSurfaceShader: TCommonSurfaceShaderNode; deprecated 'use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)';

Warning: this symbol is deprecated: use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)

Find a suitable CommonSurfaceShader to be used when rendering this shape, or Nil.

Public function WasVisible: Boolean;

Whether the shape was (potentially, at least partially) visible in the last rendering event.

Note that the same shape reference may be present multiple times within one scene. Moreover, the same scene may be present multiple times within one viewport. Moreover, multiple viewports may render the same scene. The shape is marked as "was visible" if any instance of it was visible in any viewport in any scene.

Public procedure CreateNode; override;
 
Public class function ClassX3DType: string; override;
 

Properties

Public property Texture: TAbstractTextureNode read GetTexture write SetTexture;

The texture of this shape. This is a shortcut for accessing "texture" field of Appearance, that is TAppearanceNode(FdAppearance.Value).FdTexture.Value, checking whether nodes are set to appropriate types along the way.

When setting this to something non-nil, we make sure to also set Appearance to something non-nil.

Public property TextureTransform: TAbstractTextureTransformNode read GetTextureTransform write SetTextureTransform;

Texture transformation of this shape. Similar to Texture, this is just a comfortable property for getting and setting the appropriate Appearance field, checking class types along the way.

Public property Material: TAbstractMaterialNode read GetMaterial write SetMaterial;

Get / set the material of this shape. This is a shortcut to access Appearance and then set Appearance.Material. When setting the material to something non-nil, we make sure to create Appearance node if necessary.

Public property LineProperties: TLinePropertiesNode read GetLineProperties write SetLineProperties;

Line properties of this shape. This is a clean, type-safe way for accessing Appearance.lineProperties field of this shape.

Public property FdAppearance: TSFNode read FFdAppearance;

Internal wrapper for property Appearance. This wrapper API may change, we advise to access simpler Appearance instead.

Public property Appearance: TAppearanceNode read GetAppearance write SetAppearance;
 
Public property FdGeometry: TSFNode read FFdGeometry;

Internal wrapper for property Geometry. This wrapper API may change, we advise to access simpler Geometry instead.

Public property Geometry: TAbstractGeometryNode read GetGeometry write SetGeometry;
 
Public property FdBboxCenter: TSFVec3f read FFdBboxCenter;

Internal wrapper for property BboxCenter. This wrapper API may change, we advise to access simpler BboxCenter instead.

Public property BBox: TBox3D read GetBBox write SetBBox;

You can provide a manually-calculated bounding box of the shape here, for optimization purposes. Leave this field as empty (TBox3D.Empty) to let the engine calculate best bounding box automatically.

Manually providing the bounding box makes sense if you can do it more efficiently than the engine. E.g. if the shape vertexes are animated, then the engine would have to recalcualate the perfect bounding box every frame. It is more efficient to calculate a bounding box of all possible animation frames, and store it here.

The glTF skinned animation automatically fills this field for the affected shapes.

Note: This property is not useful if you want to know the bounding box of a shape, calculated by the engine. This property only allows to override the automatic engine calculation.

To read the calculated bounding box, load the nodes to TCastleScene. You can then use Scene.BoundingBox, Scene.LocalBoundingBox, Scene.WorldBoundingBox to know bounding box of the scene. To get bounding box of a particular shape, enumerate TCastleSceneCore.Shapes to find the correct shape (using any criteria you want – note that the same TShapeNode may be reused multiple times), and then read TShape.BoundingBox, TShape.LocalBoundingBox.

Public property FdBboxSize: TSFVec3f read FFdBboxSize;

Internal wrapper for property BboxSize. This wrapper API may change, we advise to access simpler BboxSize instead.

Public property FdShading: TSFStringEnum read FFdShading;

Internal wrapper for property Shading. This wrapper API may change, we advise to access simpler Shading instead.

Public property Shading: TShading read GetShading write SetShading;
 
Public property FdRender: TSFBool read FFdRender;

Internal wrapper for property Render. This wrapper API may change, we advise to access simpler Render instead.

Public property Render: Boolean read GetRender write SetRender;

Is the shape visible. Toggling this is guaranteed to be ultra-fast. See https://castle-engine.io/x3d_implementation_shape_extensions.php

Public property FdCollision: TSFStringEnum read FFdCollision;

Internal wrapper for property Collision. This wrapper API may change, we advise to access simpler Collision instead.

Public property Collision: TShapeCollision read GetCollision write SetCollision;
 

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