Class TCastleBackground
Unit
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
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleBackground
Overview
Fields
nested const DefaultSmoothEquator = 0.025; |
Methods
procedure Loaded; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
property SkyTopColor: TCastleColorRGB read FSkyTopColor write SetSkyTopColor; |
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property SkyEquatorColor: TCastleColorRGB read FSkyEquatorColor write SetSkyEquatorColor; |
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property GroundBottomColor: TCastleColorRGB read FGroundBottomColor write SetGroundBottomColor; |
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property GroundEquatorColor: TCastleColorRGB read FGroundEquatorColor write SetGroundEquatorColor; |
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property Rotation: TVector4 read FRotation write SetRotation; |
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property TextureNegativeZ: String read FTextureNegativeZ write SetTextureNegativeZ; |
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property TexturePositiveZ: String read FTexturePositiveZ write SetTexturePositiveZ; |
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property TexturePositiveY: String read FTexturePositiveY write SetTexturePositiveY; |
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property TextureNegativeY: String read FTextureNegativeY write SetTextureNegativeY; |
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property TextureNegativeX: String read FTextureNegativeX write SetTextureNegativeX; |
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property TexturePositiveX: String read FTexturePositiveX write SetTexturePositiveX; |
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property SmoothEquator: Single read FSmoothEquator write SetSmoothEquator default DefaultSmoothEquator; |
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property SkyTopColorPersistent: TCastleColorRGBPersistent read FSkyTopColorPersistent ; |
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property SkyEquatorColorPersistent: TCastleColorRGBPersistent read FSkyEquatorColorPersistent ; |
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property GroundBottomColorPersistent: TCastleColorRGBPersistent read FGroundBottomColorPersistent ; |
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property GroundEquatorColorPersistent: TCastleColorRGBPersistent read FGroundEquatorColorPersistent ; |
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property RotationPersistent: TCastleVector4RotationPersistent read FRotationPersistent ; |
Description
Fields
nested const DefaultSmoothEquator = 0.025; |
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This item has no description. |
Methods
procedure Loaded; override; |
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This item has no description. |
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
Properties
property SkyTopColor: TCastleColorRGB read FSkyTopColor write SetSkyTopColor; |
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Sky color in the zenith. |
property SkyEquatorColor: TCastleColorRGB read FSkyEquatorColor write SetSkyEquatorColor; |
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Sky color at the equator. SkyTopColor and |
property GroundBottomColor: TCastleColorRGB read FGroundBottomColor write SetGroundBottomColor; |
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Ground color at nadir (direction looking straight down). |
property GroundEquatorColor: TCastleColorRGB read FGroundEquatorColor write SetGroundEquatorColor; |
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Ground color at equator. GroundBottomColor and |
property Rotation: TVector4 read FRotation write SetRotation; |
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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); |
property TextureNegativeZ: String read FTextureNegativeZ write SetTextureNegativeZ; |
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Back (-Z) background texture. Orientation should match X3D Background node. |
property TexturePositiveZ: String read FTexturePositiveZ write SetTexturePositiveZ; |
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Front (+Z) background texture. Orientation should match X3D Background node. |
property TexturePositiveY: String read FTexturePositiveY write SetTexturePositiveY; |
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Top (+Y) background texture. Orientation should match X3D Background node. |
property TextureNegativeY: String read FTextureNegativeY write SetTextureNegativeY; |
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Bottom (-Y) background texture. Orientation should match X3D Background node. |
property TextureNegativeX: String read FTextureNegativeX write SetTextureNegativeX; |
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Left (-X) background texture. Orientation should match X3D Background node. |
property TexturePositiveX: String read FTexturePositiveX write SetTexturePositiveX; |
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Right (+X) background texture. Orientation should match X3D Background node. |
property SmoothEquator: Single read FSmoothEquator write SetSmoothEquator default DefaultSmoothEquator; |
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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. |
property SkyTopColorPersistent: TCastleColorRGBPersistent read FSkyTopColorPersistent ; |
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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
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property SkyEquatorColorPersistent: TCastleColorRGBPersistent read FSkyEquatorColorPersistent ; |
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SkyEquatorColor 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 SkyEquatorColor directly. See also
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property GroundBottomColorPersistent: TCastleColorRGBPersistent read FGroundBottomColorPersistent ; |
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GroundBottomColor 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 GroundBottomColor directly. See also
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property GroundEquatorColorPersistent: TCastleColorRGBPersistent read FGroundEquatorColorPersistent ; |
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GroundEquatorColor 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 GroundEquatorColor directly. See also
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property RotationPersistent: TCastleVector4RotationPersistent read FRotationPersistent ; |
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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
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