Class TAbstractX3DGroupingNode

Unit

Declaration

type TAbstractX3DGroupingNode = class(TAbstractGroupingNode, IAbstractBoundedObject)

Description

Base node that contains children nodes, in X3D and VRML 2.0.

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public procedure AddChildren(const Children: array of TAbstractChildNode; const AllowDuplicates: Boolean = true); overload;
Public procedure AddChildren(const Child: TAbstractChildNode; const AllowDuplicates: Boolean = true); overload;
Public procedure RemoveChildren(const Children: array of TAbstractChildNode); overload;
Public procedure RemoveChildren(const Child: TAbstractChildNode); overload;
Public procedure ClearChildren;
Public procedure SetChildren(const Value: array of TAbstractChildNode);

Properties

Public property EventAddChildren: TMFNodeEvent read FEventAddChildren;
Public property EventRemoveChildren: TMFNodeEvent read FEventRemoveChildren;
Public property FdChildren: TMFNode read FFdChildren;
Public property FdBboxCenter: TSFVec3f read FFdBboxCenter;
Public property FdBboxSize: TSFVec3f read FFdBboxSize;
Public property FdRender: TSFBool read FFdRender;
Public property BBox: TBox3D read GetBBox write SetBBox;

Description

Methods

Public procedure CreateNode; override;
 
Public procedure AddChildren(const Children: array of TAbstractChildNode; const AllowDuplicates: Boolean = true); overload;

Add the nodes as children.

By default, adding the same node multiple times makes the node present on the list multiple times. This AddChildren behavior is consistent with how FdChildren.Add(Child) behaves, and consistent with how RemoveChildren works (it removes only a single copy in case of duplicates). Our engine allows duplicates on the children list — you can specify them in the X3D file, or you can add them using FdChildren.Add.

If you specify AllowDuplicates = False, then adding a node that already exists on the children list is ignored. This has a tiny performance hit (we need to check for existence first), but it is consistent with how X3D event "addChildren" should behave according to the spec. The X3D specification doesn't allow duplicates on the children list.

This propagates the changes appropriately to the parent TCastleSceneCore, calling TCastleSceneCore.ChangedAll or something similar.

Public procedure AddChildren(const Child: TAbstractChildNode; const AllowDuplicates: Boolean = true); overload;
 
Public procedure RemoveChildren(const Children: array of TAbstractChildNode); overload;

Remove the nodes from the children list. Removing a node that does not exist on the children list is ignored.

If a node exists on the current children list multiple times, then a single occurrence of this node is removed, for each occurrence of this node in the parameters list.

This propagates the changes appropriately to the parent TCastleSceneCore, calling TCastleSceneCore.ChangedAll or something similar.

Public procedure RemoveChildren(const Child: TAbstractChildNode); overload;
 
Public procedure ClearChildren;

Clear all children from the list. This automatically propagates the changes appropriately to the parent TCastleSceneCore.

Public procedure SetChildren(const Value: array of TAbstractChildNode);
 

Properties

Public property EventAddChildren: TMFNodeEvent read FEventAddChildren;
 
Public property EventRemoveChildren: TMFNodeEvent read FEventRemoveChildren;
 
Public property FdChildren: TMFNode read FFdChildren;
 
Public property FdBboxCenter: TSFVec3f read FFdBboxCenter;
 
Public property FdBboxSize: TSFVec3f read FFdBboxSize;
 
Public property FdRender: TSFBool read FFdRender;

This is an extension from InstantReality, see [http://instant-reality.com/documentation/nodetype/ChildGroup/]. We simply ignore it for now.

Public property BBox: TBox3D read GetBBox write SetBBox;

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

This field is ignored for now.

See the X3D Grouping component docs: https://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/group.html , section "10.2.2 Bounding boxes ".


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