Class TAbstractPointingDeviceSensorNode

Unit

Declaration

type TAbstractPointingDeviceSensorNode = class(TAbstractSensorNode)

Description

Base type for all pointing device sensors.

Hierarchy

Overview

Methods

Protected procedure GroupBeforeTraverse(const State: TX3DGraphTraverseState; var WasPointingDeviceSensor: Boolean); override;
Public procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4; const OverPoint: TVector3); virtual;
Public procedure Deactivate(const Time: TX3DTime); virtual;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Properties

Public property EventIsOver: TSFBoolEvent read FEventIsOver;

Description

Methods

Protected procedure GroupBeforeTraverse(const State: TX3DGraphTraverseState; var WasPointingDeviceSensor: Boolean); override;

This item has no description. Showing description inherited from TX3DNode.GroupBeforeTraverse.

React when this node is processed as an immediate child of a grouping node, within grouping node's BeforeTraverse.

Public procedure Activate(const Time: TX3DTime; const ATransform, AInvertedTransform: TMatrix4; const OverPoint: TVector3); virtual;

Activate pointing device sensor. Used by the events engine (like TCastleSceneCore) to notify this sensor.

OverPoint indicates 3D point (in global, that is TCastleSceneCore, coordinates) pointed by the mouse.

In TAbstractPointingDeviceSensorNode class, this simply sends isActive := TRUE event.

Public procedure Deactivate(const Time: TX3DTime); virtual;

Deactivate pointing device sensor. Used by the events engine (like TCastleSceneCore) to notify this sensor.

In TAbstractPointingDeviceSensorNode class, this simply sends isActive := FALSE event.

Public procedure CreateNode; override;

Create node fields and events.

Public class function ClassX3DType: String; override;

This item has no description. Showing description inherited from TX3DNode.ClassX3DType.

Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value.

Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there.

You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.

Properties

Public property EventIsOver: TSFBoolEvent read FEventIsOver;

This item has no description.


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