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 .

Source: scene/castlescene_background.inc (line 27).

Hierarchy

Show Additional Members:

Overview

Constants

Public DefaultSmoothEquator = 0.025;

Methods

Protected function GetInternalText: String; virtual;
Protected procedure SetInternalText(const Value: String); virtual;
Protected procedure SetName(const Value: TComponentName); override;
Protected procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual;
Public destructor Destroy; override;
Public procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual;
Public function PropertySections(const PropertyName: String): TPropertySections; virtual;
Public procedure SetTransient;
Public procedure AddNonVisualComponent(const NonVisualComponent: TComponent);
Public procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent);
Public procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent);
Public function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer;
Public function NonVisualComponentsCount: Integer;
Public function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator;
Public function ValueIsStreamed: Boolean; virtual;
Public procedure DesignerInfo(const SList: TStrings); virtual;
Public procedure DesignerWarnings(const SList: TStrings); virtual;
Protected procedure Loaded; override;
Public constructor Create(AOwner: TComponent); override;
Public destructor Destroy; override;
Public function PropertySections(const PropertyName: String): TPropertySections; override;
Public procedure SetEffects(const Value: array of TEffectNode);

Properties

Public property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents;
Public property IsLoading: Boolean read FIsLoading;
Public property SkyTopColor: TCastleColorRGB read FSkyTopColor write SetSkyTopColor;
Public property SkyEquatorColor: TCastleColorRGB read FSkyEquatorColor write SetSkyEquatorColor;
Public property GroundBottomColor: TCastleColorRGB read FGroundBottomColor write SetGroundBottomColor;
Public property GroundEquatorColor: TCastleColorRGB read FGroundEquatorColor write SetGroundEquatorColor;
Public property Rotation: TVector4 read FRotation write SetRotation;
Published property TextureNegativeZ: String read FTextureNegativeZ write SetTextureNegativeZ;
Published property TexturePositiveZ: String read FTexturePositiveZ write SetTexturePositiveZ;
Published property TexturePositiveY: String read FTexturePositiveY write SetTexturePositiveY;
Published property TextureNegativeY: String read FTextureNegativeY write SetTextureNegativeY;
Published property TextureNegativeX: String read FTextureNegativeX write SetTextureNegativeX;
Published property TexturePositiveX: String read FTexturePositiveX write SetTexturePositiveX;
Published property SmoothEquator: Single read FSmoothEquator write SetSmoothEquator default DefaultSmoothEquator;
Published property SkyTopColorPersistent: TCastleColorRGBPersistent read FSkyTopColorPersistent ;
Published property SkyEquatorColorPersistent: TCastleColorRGBPersistent read FSkyEquatorColorPersistent ;
Published property GroundBottomColorPersistent: TCastleColorRGBPersistent read FGroundBottomColorPersistent ;
Published property GroundEquatorColorPersistent: TCastleColorRGBPersistent read FGroundEquatorColorPersistent ;
Published property RotationPersistent: TCastleVector4RotationPersistent read FRotationPersistent ;

Description

Constants

Public DefaultSmoothEquator = 0.025;

This item has no description.

Source: scene/castlescene_background.inc (line 77).

Methods

Protected function GetInternalText: String; virtual;

This item has no description.

Source: base/castleclassutils.pas (line 575).

Protected procedure SetInternalText(const Value: String); virtual;

This item has no description.

Source: base/castleclassutils.pas (line 576).

Protected procedure SetName(const Value: TComponentName); override;

This item has no description.

Source: base/castleclassutils.pas (line 577).

Protected procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual;

Enumerate all properties that are possible to translate in this component. E.g. in TCastleLabel it will return TCastleLabel.Caption, in TCastleEdit it will return TCastleEdit.Text and TCastleEdit.Placeholder.

Returns only non-empty properties, thus assuming that if current (by convention, English) text is empty, then there is no point in translating it. Moreover descendants may define boolean properties to exclude particular text from translating, e.g. TCastleLabel.CaptionTranslate, TCastleEdit.TextTranslate, TCastleEdit.PlaceholderTranslate.

It is not recursive (it doesn't enumerate children properties). Use global TranslateProperties procedure to call this on a hierarchy of TComponent.

You usually don't want to call this method (it is called by other engine routines). But you may find it useful to override this, if you define new component.

Source: base/castleclassutils.pas (line 598).

Public destructor Destroy; override;

This item has no description.

Source: base/castleclassutils.pas (line 604).

Public procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual;

Override this method to call various methods of SerializationProcess, which in turn allows to serialize/deserialize things that are not published. This allows to serialize/deserialize with more freedom, e.g. to serialize/deserialize some private field.

Source: base/castleclassutils.pas (line 610).

Public function PropertySections(const PropertyName: String): TPropertySections; virtual;

Section where to show property in the editor.

Source: base/castleclassutils.pas (line 631).

Public procedure SetTransient;

Ignore this component when serializing parent's TCastleUserInterface.Controls list or TCastleTransform.List, and do not show this component in CGE editor. This simply sets csTransient flag in ComponentStyle.

This is useful for children that are automatically managed by the parent, and should not be modified by user code. For example, TCastleCheckbox is internally composed from TCastleImageControl and TCastleLabel children, but we don't want to serialize or even show these children to user.

Note that if you want to prevent this component from serializing as part of TCastleUserInterface.Controls list or TCastleTransform.List, but you still want it to be visible in CGE editor, then make it a "subcomponent" instead, by SetSubComponent(true).

Note that both csSubComponent and csTransient only disable the component serialization as part of parent's lists enumerated by CustomSerialization (see internal TCastleUserInterface.SerializeChildrenEnumerate , TCastleTransform.SerializeChildrenEnumerate, TCastleTransform.SerializeBehaviorsEnumerate).

If you will make the component published in its own property (which is normal for "subcomponents") then it will be serialized anyway, just as part of it's own property (like TCastleScrollView.ScrollArea). So to really avoid serializing a children component make it csSubComponent and/or csTransient, and do not publish it.

Source: base/castleclassutils.pas (line 663).

Public procedure AddNonVisualComponent(const NonVisualComponent: TComponent);

Add non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.

See also
NonVisualComponentsCount
Count of components added by AddNonVisualComponent.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 672).

Public procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent);

Insert non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.

See also
NonVisualComponentsCount
Count of components added by AddNonVisualComponent.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 681).

Public procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent);

Removes the component previously added by AddNonVisualComponent.

Source: base/castleclassutils.pas (line 684).

Public function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer;

Index of the previously added non-visual component. Returns -1 if the component was not found.

Source: base/castleclassutils.pas (line 688).

Public function NonVisualComponentsCount: Integer;

Count of components added by AddNonVisualComponent.

See also
AddNonVisualComponent
Add non-visual component to this component.
NonVisualComponents
Components added by AddNonVisualComponent.
NonVisualComponentsEnumerate
You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do ....

Source: base/castleclassutils.pas (line 695).

Public function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator;

You can enumerate current non-visual components using loop like for C in MyComponent.NonVisualComponentsEnumerate do .... Do not call this method in other contexts, it is only useful for "for..in" construction.

See also
AddNonVisualComponent
Add non-visual component to this component.

Source: base/castleclassutils.pas (line 705).

Public function ValueIsStreamed: Boolean; virtual;

Whether the current value of this object should be written to the stream. This should be True if anything inside this object should be serialized (which means it has non-default value or "stored" specifier indicates that it should be serialized).

This is used by CastleComponentSerialize, which is used in Castle Game Engine for all serialization.

In simple cases, this just says whether the current value of this object equals to some default value.

The default implementation of this class returns True (so always write).

Descendants that override this to sometimes return False (so no need to write) must be very careful: any addition of a new field requires extending this method, otherwise new field may not be saved sometimes (when all other fields are default). Descentants of such classes must also be aware of it. This check must include everything that is inside this object in JSON, including subcomponents and children objects (as done e.g. by TSerializationProcess.ReadWriteList). In practice, overriding this method is only reasonable for simple classes that will not change much in the future, like TCastleVector3Persistent.

The name of this method is consistent with TPropertyEditor.ValueIsStreamed in LCL.

Source: base/castleclassutils.pas (line 739).

Public procedure DesignerInfo(const SList: TStrings); virtual;

Override to add information that should be visible at design-time. Call SList.Add for each new line of information.

Source: base/castleclassutils.pas (line 743).

Public procedure DesignerWarnings(const SList: TStrings); virtual;

Override to add warnings that should be visible at design-time. Call SList.Add for each new warning.

Source: base/castleclassutils.pas (line 747).

Protected procedure Loaded; override;

This item has no description.

Source: scene/castlescene_background.inc (line 74).

Public constructor Create(AOwner: TComponent); override;

This item has no description.

Source: scene/castlescene_background.inc (line 79).

Public destructor Destroy; override;

This item has no description.

Source: scene/castlescene_background.inc (line 80).

Public function PropertySections(const PropertyName: String): TPropertySections; override;

This item has no description. Showing description inherited from TCastleComponent.PropertySections.

Section where to show property in the editor.

Source: scene/castlescene_background.inc (line 81).

Public procedure SetEffects(const Value: array of TEffectNode);

Add shader effects to configure how is the background rendered. See https://castle-engine.io/shaders for documentation how shader effects work in Castle Game Engine.

Source: scene/castlescene_background.inc (line 123).

Properties

Public property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents;

Components added by AddNonVisualComponent.

Source: base/castleclassutils.pas (line 698).

Public property IsLoading: Boolean read FIsLoading;

Is the component during deserialization now.

Note: We can't use csLoading in ComponentState because in Delphi it is not possible to control it from CastleComponentSerialize.

Source: base/castleclassutils.pas (line 711).

Public property SkyTopColor: TCastleColorRGB read FSkyTopColor write SetSkyTopColor;

Sky color in the zenith. SkyTopColor and SkyEquatorColor are displayed as a gradient on the upper hemisphere around camera.

Source: scene/castlescene_background.inc (line 86).

Public property SkyEquatorColor: TCastleColorRGB read FSkyEquatorColor write SetSkyEquatorColor;

Sky color at the equator. SkyTopColor and SkyEquatorColor are displayed as a gradient on the upper hemisphere around camera.

Source: scene/castlescene_background.inc (line 91).

Public property GroundBottomColor: TCastleColorRGB read FGroundBottomColor write SetGroundBottomColor;

Ground color at nadir (direction looking straight down). GroundBottomColor and GroundEquatorColor are displayed as a gradient on lower hemisphere around camera.

Source: scene/castlescene_background.inc (line 96).

Public property GroundEquatorColor: TCastleColorRGB read FGroundEquatorColor write SetGroundEquatorColor;

Ground color at equator. GroundBottomColor and GroundEquatorColor are displayed as a gradient on lower hemisphere around camera.

Source: scene/castlescene_background.inc (line 101).

Public property Rotation: TVector4 read FRotation write SetRotation;

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);

Source: scene/castlescene_background.inc (line 111).

Published property TextureNegativeZ: String read FTextureNegativeZ write SetTextureNegativeZ;

Back (-Z) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 127).

Published property TexturePositiveZ: String read FTexturePositiveZ write SetTexturePositiveZ;

Front (+Z) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 131).

Published property TexturePositiveY: String read FTexturePositiveY write SetTexturePositiveY;

Top (+Y) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 135).

Published property TextureNegativeY: String read FTextureNegativeY write SetTextureNegativeY;

Bottom (-Y) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 139).

Published property TextureNegativeX: String read FTextureNegativeX write SetTextureNegativeX;

Left (-X) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 143).

Published property TexturePositiveX: String read FTexturePositiveX write SetTexturePositiveX;

Right (+X) background texture. Orientation should match X3D Background node.

Source: scene/castlescene_background.inc (line 147).

Published property SmoothEquator: Single read FSmoothEquator write SetSmoothEquator default DefaultSmoothEquator;

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.

Source: scene/castlescene_background.inc (line 152).

Published property SkyTopColorPersistent: TCastleColorRGBPersistent read FSkyTopColorPersistent ;

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
SkyTopColor
Sky color in the zenith.

Source: scene/auto_generated_persistent_vectors/tcastlebackground_persistent_vectors.inc (line 37).

Published property SkyEquatorColorPersistent: TCastleColorRGBPersistent read FSkyEquatorColorPersistent ;

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
SkyEquatorColor
Sky color at the equator.

Source: scene/auto_generated_persistent_vectors/tcastlebackground_persistent_vectors.inc (line 105).

Published property GroundBottomColorPersistent: TCastleColorRGBPersistent read FGroundBottomColorPersistent ;

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
GroundBottomColor
Ground color at nadir (direction looking straight down).

Source: scene/auto_generated_persistent_vectors/tcastlebackground_persistent_vectors.inc (line 173).

Published property GroundEquatorColorPersistent: TCastleColorRGBPersistent read FGroundEquatorColorPersistent ;

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
GroundEquatorColor
Ground color at equator.

Source: scene/auto_generated_persistent_vectors/tcastlebackground_persistent_vectors.inc (line 241).

Published property RotationPersistent: TCastleVector4RotationPersistent read FRotationPersistent ;

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
Rotation
Rotate the background around any axis easily.

Source: scene/auto_generated_persistent_vectors/tcastlebackground_persistent_vectors.inc (line 309).


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