Class TAsciiTextNode_1

Unit

Declaration

type TAsciiTextNode_1 = class(TAbstractGeometryNode_1)

Description

This item has no description. Showing description inherited from TAbstractGeometryNode_1.

Geometry node allowed only in VRML <= 1.0.

In VRML 1.0 shape nodes are allowed pretty everywhere, while VRML 2.0 has different idea of how shapes are handled (they must be inside Shape node), so no shape node is suitable at the same time for VRML 1.0 and VRML 2.0.

Hierarchy

Overview

Methods

Public destructor Destroy; override;
Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;
Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
Public function FontTextureNode: TAbstractTexture2DNode; override;
Public procedure FontChanged;
Public function Justify: TX3DFontJustify;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;
Public class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override;
Public procedure SetText(const Value: array of string); overload;
Public procedure SetText(const Value: TCastleStringList); overload;
Public procedure SetWidth(const Value: array of Single); overload;
Public procedure SetWidth(const Value: TSingleList); overload;

Properties

Public property FdString: TMFString read FFdString;
Public property FdSpacing: TSFFloat read FFdSpacing;
Public property Spacing: Single read GetSpacing write SetSpacing;
Public property FdJustification: TSFEnum read FFdJustification;
Public property FdWidth: TMFFloat read FFdWidth;

Description

Methods

Public destructor Destroy; override;

This item has no description.

Public function Proxy(var State: TX3DGraphTraverseState): TAbstractGeometryNode; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.Proxy.

Converts this node to another node class that may be better supported.

Typically, converts some complex geometry node (like Extrusion or Teapot) into more common node like IndexedFaceSet or IndexedTriangleSet. TShape class wraps this method into a more comfortable interface, that is TShape methods simply automatically convert geometry nodes to their proxy versions if needed.

In the base TAbstractGeometryNode class, returns Nil indicating that no conversion is known.

The resulting node's Name (if the result is not Nil) must be equal to our Name.

Some Proxy implementations (especially for VRML 1.0) will have to create new State (TX3DGraphTraverseState) instance along with a new geometry node. You should do this by copying the State into a new TX3DGraphTraverseState instance, and modyfying the State reference. Simply speaking, do

State := TX3DGraphTraverseState.CreateCopy(State);

You should not just modify the fields of the provided State instance. (Reasoning: some proxy methods rely on getting the original State, e.g. with original MaterialBinding, not the transformed state, to work correctly.)

You can modify State variable only when returning non-nil geometry.

Public function LocalBoundingBox(State: TX3DGraphTraverseState; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;

This item has no description.

Public function FontTextureNode: TAbstractTexture2DNode; override;

This item has no description. Showing description inherited from TAbstractGeometryNode.FontTextureNode.

Should renderer setup an extra texture slot with font texture when rendering this node. This is useful for rendering Text nodes, that want to cooperate with normal texturing and shading, and additionally they want to use extra texture determined by font (not by Appearance node).

Public procedure FontChanged;

Force recalculating the shape when font changed. For now, we don't detect font changes (e.g. when TFontStyleNode.CustomFont changed) automatically.

Public function Justify: TX3DFontJustify;

This item has no description.

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.

Public class function ForVRMLVersion(const Version: TX3DVersion): Boolean; override;

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

Some nodes are present only in specific VRML/X3D version. This functions decides it.

For example some nodes can only work in VRML < 2.0, some others only in VRML >= 2.0. There are even some pairs of nodes: for example TConeNode_1 works with VRML < 2.0, TConeNode works with VRML >= 2.0.

NodesManager will use this.

Default implementation of this function returns always True. Generally, I don't try to set this too aggresively — in other words, for all cases when it's sensible, I allow nodes to be used in every VRML/X3D version, even when official specification doesn't. This means that when reading VRML 1.0 files actually a large part of VRML 2.0 is allowed too, and also while reading VRML 2.0 many constructs from VRML 1.0 (officially no longer present in VRML 2.0) are allowed too. I'm trying to support what I call a "sum of VRML 1.0 and 2.0".

In practice I only use this function when various VRML/X3D versions specify the same node name but

  • With different fields.

    For example Cone and Cylinder have slightly different fields, due to the fact that VRML 2.0 resigned from using TSFBitMask fields.

  • With different behavior.

    For example definitions of Sphere for VRML 1.0 and 2.0 are practically equal. However, the behavior from where to take texture and material info is different — in VRML 1.0 we take last Texture2, Material etc. nodes, while in VRML 2.0 we look in parent Shape's "appearance" field. So once again two different Sphere classes are needed.

Public procedure SetText(const Value: array of string); overload;

This item has no description.

Public procedure SetText(const Value: TCastleStringList); overload;

This item has no description.

Public procedure SetWidth(const Value: array of Single); overload;

This item has no description.

Public procedure SetWidth(const Value: TSingleList); overload;

This item has no description.

Properties

Public property FdString: TMFString read FFdString;

Internal wrapper for property Text. This wrapper API may change, we advise to access simpler Text instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FdSpacing: TSFFloat read FFdSpacing;

Internal wrapper for property Spacing. This wrapper API may change, we advise to access simpler Spacing instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Spacing: Single read GetSpacing write SetSpacing;

This item has no description.

Public property FdJustification: TSFEnum read FFdJustification;

Internal wrapper for property Justification. This wrapper API may change, we advise to access simpler Justification instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property FdWidth: TMFFloat read FFdWidth;

Internal wrapper for property Width. This wrapper API may change, we advise to access simpler Width instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).


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