Class TCastleRootTransform
Unit
Declaration
type TCastleRootTransform = class(TCastleAbstractRootTransform)
Description
Root of transformations and scenes (tree of TCastleTransform and TCastleScene).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTransform
- TCastleAbstractRootTransform
- TCastleRootTransform
Overview
Methods
function IgnoreTransparentItem( const Sender: TObject; const Triangle: PTriangle): Boolean; override; |
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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 HeadlightNode: TAbstractLightNode
read GetHeadlightNode write SetHeadlightNode; |
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property MainScene: TCastleScene read FMainScene write SetMainScene; deprecated 'leave MainScene unset; almost all useful MainScene features can be now achieved without setting MainScene'; |
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property UseHeadlight: TUseHeadlight
read FUseHeadlight write FUseHeadlight default hlMainScene; deprecated 'create TCastleDirectionalLight and add it as TCastleCamera child, for a more flexible headlight'; |
Description
Methods
function IgnoreTransparentItem( const Sender: TObject; const Triangle: PTriangle): Boolean; override; |
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This item has no description. Showing description inherited from TCastleAbstractRootTransform.IgnoreTransparentItem.
Ignore (return This is suitable for TTriangleIgnoreFunc function, you can pass this to RayCollision and such. |
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 HeadlightNode: TAbstractLightNode
read GetHeadlightNode write SetHeadlightNode; |
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Determines the headlight look, if we use a headlight (which is determined by the algorithm described at UseHeadlight and TUseHeadlight). By default it's a simplest directional headlight, but you can customize it, and thus you can use a point light or a spot light for a headlight. Just like https://castle-engine.io/x3d_implementation_navigation_extensions.php#section_ext_headlight . This is never |
property MainScene: TCastleScene read FMainScene write SetMainScene; deprecated 'leave MainScene unset; almost all useful MainScene features can be now achieved without setting MainScene'; |
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Warning: this symbol is deprecated: leave MainScene unset; almost all useful MainScene features can be now achieved without setting MainScene The main scene of the world. It's not necessary to set this. It adds some optional features that require a notion of the "main" scene to make sense. The scene you set here must also be added to our Items. The
Freeing |
property UseHeadlight: TUseHeadlight
read FUseHeadlight write FUseHeadlight default hlMainScene; deprecated 'create TCastleDirectionalLight and add it as TCastleCamera child, for a more flexible headlight'; |
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Warning: this symbol is deprecated: create TCastleDirectionalLight and add it as TCastleCamera child, for a more flexible headlight Whether the headlight is shown, see TUseHeadlight for possible values. |
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