Class TTimeSensorNode

Unit

Declaration

type TTimeSensorNode = class(TAbstractTimeDependentNode, IAbstractSensorNode)

Description

Generate events as time passes.

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public class function URNMatching(const URN: string): boolean; override;
Public function GetCycleInterval: TFloatTime; override;
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop, AFractionIncreasing: boolean; const PartialSend: TPartialSend = nil); overload;
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop, AFractionIncreasing: boolean; const TimeOfEvents: TX3DTime; const PartialSend: TPartialSend = nil); overload;
Public procedure Start(const ALoop: Boolean; const AFractionIncreasing: Boolean = true; const InitialTime: TFloatTime = 0);
Public procedure Stop;

Properties

Public property FdCycleInterval: TSFTimeIgnoreWhenActive read FFdCycleInterval;
Public property CycleInterval: TFloatTime read GetCycleInterval write SetCycleInterval;
Public property EventCycleTime: TSFTimeEvent read FEventCycleTime;
Public property EventFraction_changed: TSFFloatEvent read FEventFraction_changed;
Public property EventTime: TSFTimeEvent read FEventTime;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property FdDetectAffectedFields: TSFBool read FFdDetectAffectedFields;
Public property FdFractionIncreasing: TSFBool read FFdFractionIncreasing;
Public property Enabled: boolean read GetEnabled write SetEnabled;
Public property FractionIncreasing: boolean read GetFractionIncreasing write SetFractionIncreasing;
Public property DetectAffectedFields: boolean read GetDetectAffectedFields write SetDetectAffectedFields;

Description

Methods

Public procedure CreateNode; override;
 
Public class function ClassX3DType: string; override;
 
Public class function URNMatching(const URN: string): boolean; override;
 
Public function GetCycleInterval: TFloatTime; override;
 
Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop, AFractionIncreasing: boolean; const PartialSend: TPartialSend = nil); overload;

Send TimeSensor output events, without actually activating the TimeSensor.

This is useful in situations when you want the X3D scene state to reflect given time, but you do not want to activate sensor and generally you do not want to initialize anything that would continue animating on it's own.

Using TimeSensor this way is contrary to the VRML/X3D specified behavior. But it's useful when we have VRML/X3D scene inside T3DResource, that is shared by many T3D instances (like creatures and items) that want to simultaneusly display different time moments of the same scene within a single frame. In other words, this is useful when a single scene is shared (if you have a 100 creatures in your game using the same 3D model, you don't want to create 100 copies of this 3D model in memory).

We ignore TimeSensor.loop (FdLoop) field, instead we follow our own ALoop parameter. We also ignore TimeSensor.fractionIncreasing field, instead we follow our own AFractionIncreasing parameter. We also ignore TimeSensor.enabled field, assuming that you always want to behave like it's enabled (in particular, this makes TCastleSceneCore.ForceAnimationPose always working, even if TCastleSceneCore.PlayAnimation set enabled = false on previously-stopped animation).

We take into account TimeSensor.cycleInterval (FdCycleInterval), just like during normal TimeSensor behaviour. We send out isActive:=true, fraction_changed, elapsedTime and time X3D output events, and they should drive the rest of animation.

Public procedure FakeTime(const TimeInAnimation: TFloatTime; const ALoop, AFractionIncreasing: boolean; const TimeOfEvents: TX3DTime; const PartialSend: TPartialSend = nil); overload;
 
Public procedure Start(const ALoop: Boolean; const AFractionIncreasing: Boolean = true; const InitialTime: TFloatTime = 0);

Start or stop the time sensor right now, by setting the fields of this time sensor.

Usually you should prefer using the TCastleSceneCore.PlayAnimation or TCastleSceneCore.StopAnimation instead of these methods. The scene methods allow to play the animation with lots of features, and are more comfortable to use (e.g. you do not need to find the TTimeSensorNode reference).

Using these methods directly is useful to play multiple animations simultaneously.

Public procedure Stop;
 

Properties

Public property FdCycleInterval: TSFTimeIgnoreWhenActive read FFdCycleInterval;
 
Public property CycleInterval: TFloatTime read GetCycleInterval write SetCycleInterval;
 
Public property EventCycleTime: TSFTimeEvent read FEventCycleTime;
 
Public property EventFraction_changed: TSFFloatEvent read FEventFraction_changed;
 
Public property EventTime: TSFTimeEvent read FEventTime;
 
Public property FdEnabled: TSFBool read FFdEnabled;
 
Public property FdDetectAffectedFields: TSFBool read FFdDetectAffectedFields;
 
Public property FdFractionIncreasing: TSFBool read FFdFractionIncreasing;
 
Public property Enabled: boolean read GetEnabled write SetEnabled;
 
Public property FractionIncreasing: boolean read GetFractionIncreasing write SetFractionIncreasing;
 
Public property DetectAffectedFields: boolean read GetDetectAffectedFields write SetDetectAffectedFields;
 

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