Class TShapeTreeSwitch

Unit

Declaration

type TShapeTreeSwitch = class(TShapeTreeGroup)

Description

Node of the TShapeTree representing an alternative, choosing one (or none) child from it's children list as active.

It's ideal for representing the VRML >= 2.0 Switch node (not possible for VRML 1.0 Switch node, as it may affect also other nodes after Switch). Actually, it even has a SwitchNode link that is used to decide which child to choose (using SwitchNode.FdWhichChoice).

Source: scene/castleshapes.pas (line 898).

Hierarchy

Show Additional Members:

Overview

Methods

Public function MaxShapesCount: Integer;
Public procedure Traverse(const Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false);
Public function TraverseList( const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): TShapeList;
Public function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal;
Public function FindGeometryNodeName(const GeometryNodeName: string; OnlyActive: boolean = false): TShape;
Public function FindShapeWithParentNamed(const ParentNodeName: string; OnlyActive: boolean = false): TShape;
Public procedure AssociateNode(const Node: TX3DNode);
Public procedure UnAssociateNode(const Node: TX3DNode);
Public class function AssociatedShape(const Node: TX3DNode; const Index: Integer): TShapeTree; static;
Public class function AssociatedShapesCount(const Node: TX3DNode): Integer; static;
Public constructor Create(const AParentScene: TX3DEventsEngine);
Public destructor Destroy; override;
Public function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override;
Public function DebugInfo(const Indent: string = ''): string; override;
Public function DebugInfoWithoutChildren: String; override;

Properties

Public property ParentScene: TX3DEventsEngine read FParentScene write FParentScene;
Public property Depth: Cardinal read FDepth;
Public property Children: TShapeTreeList read FChildren;
Public property SwitchNode: TSwitchNode read FSwitchNode write FSwitchNode;

Description

Methods

Public function MaxShapesCount: Integer;

This item is declared in ancestor TShapeTree.

Maximum value of ShapesCount. This is cached, so it's usually instant, in contrast to ShapesCount.

Source: scene/castleshapes.pas (line 242).

Public procedure Traverse(const Func: TShapeTraverseFunc; const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false);

This item is declared in ancestor TShapeTree.

Traverse shapes inside. There are a few alternative ways to do this:

- Use this method, and have a callback called for each TShape.

- Use TraverseList, and have a list of TShape.

- Use TShapeTreeIterator.Create, that has it's own GetNext / Current methods to enumerate. This is no longer advised – using TraverseList is simpler and equally fast.

- Use TShapeList.Create(Tree, OnlyActive, OnlyVisible, OnlyCollidable) overload. This is no longer advised – using TraverseList is simpler and faster.

Source: scene/castleshapes.pas (line 266).

Public function TraverseList( const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): TShapeList;

This item is declared in ancestor TShapeTree.

Return TShapeList containing the traversed shapes, just like Traverse. Caller should never free the resulting list, it is owned by this TShapeTree instance.

Source: scene/castleshapes.pas (line 273).

Public function ShapesCount(const OnlyActive: boolean; const OnlyVisible: boolean = false; const OnlyCollidable: boolean = false): Cardinal;

This item is declared in ancestor TShapeTree.

How many shapes would be enumerated by Traverse.

Source: scene/castleshapes.pas (line 279).

Public function FindGeometryNodeName(const GeometryNodeName: string; OnlyActive: boolean = false): TShape;

This item is declared in ancestor TShapeTree.

Look for shape with Geometry.X3DName = GeometryNodeName. Returns Nil if not found.

Source: scene/castleshapes.pas (line 285).

Public function FindShapeWithParentNamed(const ParentNodeName: string; OnlyActive: boolean = false): TShape;

This item is declared in ancestor TShapeTree.

Look for shape with Geometry that has a parent named ParentNodeName. Parent is searched by Geometry.TryFindParentNodeByName. Returns Nil if not found.

Source: scene/castleshapes.pas (line 291).

Public procedure AssociateNode(const Node: TX3DNode);

This item is declared in ancestor TShapeTree.

Using the TX3DNode.InternalSceneShape field, you can associate X3D node with a number of TShapeTree instances. This allows to map X3D node -> TShapeTree instances instantly (without e.g. searching the shapes tree for it), which is great to do some operations very quickly.

Right now: - TShapeTreeTransform is associated with node implementing TTransformFunctionality (like TTransformNode, TBillboardNode, TX3DRootNode).

- TShape is associated with TShapeNode, TAppearanceNode, TAbstractGeometryNode, TCoordinateNode (anything that can be inside TAbstractGeometryNode.CoordField), TNormalNode (anything that can be inside TAbstractGeometryNode.NormalField), TTangentNode (anything that can be inside TAbstractGeometryNode.TangentField), TColorNode, TColorRGBANode (anything that can be inside TAbstractGeometryNode.ColorField), TAbstractMaterialNode (anything that can be in TAppearanceNode.Material), TTextureCoordinateNode and other stuff that can be inside TAbstractGeometryNode.InternalTexCoord, TClipPlaneNode .

Note that UnAssociateNode should only be called on nodes with which we are associated. Trying to call UnAssociateNode on a node on which we didn't call AssociateNode will have undefined results (for speed).

It is valid to associate X3D node with TShapeTree multiple times, but it must be unassociated the same number of times.

Parameters
Node
The node with possibly associated shapes. Never Nil.

Source: scene/castleshapes.pas (line 351).

Public procedure UnAssociateNode(const Node: TX3DNode);

This item is declared in ancestor TShapeTree.

This item has no description.

Source: scene/castleshapes.pas (line 352).

Public class function AssociatedShape(const Node: TX3DNode; const Index: Integer): TShapeTree; static;

This item is declared in ancestor TShapeTree.

This item has no description.

Source: scene/castleshapes.pas (line 353).

Public class function AssociatedShapesCount(const Node: TX3DNode): Integer; static;

This item is declared in ancestor TShapeTree.

This item has no description.

Source: scene/castleshapes.pas (line 354).

Public constructor Create(const AParentScene: TX3DEventsEngine);

This item is declared in ancestor TShapeTreeGroup.

This item has no description.

Source: scene/castleshapes.pas (line 866).

Public destructor Destroy; override;

This item is declared in ancestor TShapeTreeGroup.

This item has no description.

Source: scene/castleshapes.pas (line 867).

Public function EnumerateTextures(const Enumerate: TEnumerateShapeTexturesFunction): Pointer; override;

This item is declared in ancestor TShapeTreeGroup.

This item has no description. Showing description inherited from TShapeTree.EnumerateTextures.

Enumerate all single texture nodes (possibly) used by the shapes (TShape) in this tree. This looks into all shapes (not only active, so e.g. it looks into all Switch/LOD children, not only the chosen one). This checks all possible ways how a texture may be used by a shape, so it looks at material fields, shaders (ComposedShader, CommonSurfaceShader) and more.

If Enumerate callbacks returns non-nil for some texture, it should return the given value immediately, and stop further processing.

Descendants: Implementation in this class does nothing, assuming this tree doesn't have any TShape that use any texture. Override it in descendants that contain TShape.

Calling inherited is not necessary.

Source: scene/castleshapes.pas (line 871).

Public function DebugInfo(const Indent: string = ''): string; override;

This item is declared in ancestor TShapeTreeGroup.

This item has no description. Showing description inherited from TShapeTree.DebugInfo.

Describe the shapes tree, recursively (with children), multi-line (ends with newline too).

Source: scene/castleshapes.pas (line 888).

Public function DebugInfoWithoutChildren: String; override;

This item has no description. Showing description inherited from TShapeTree.DebugInfoWithoutChildren.

Describe this shape, not recursively.

Source: scene/castleshapes.pas (line 914).

Properties

Public property ParentScene: TX3DEventsEngine read FParentScene write FParentScene;

This item is declared in ancestor TShapeTree.

Parent TCastleScene instance.

This cannot be declared here as TCastleScene or TCastleSceneCore (this would create circular unit dependency), but it always is TCastleScene.

May be Nil (used by shapes created for batching, that don't belong to any scene).

Source: scene/castleshapes.pas (line 252).

Public property Depth: Cardinal read FDepth;

This item is declared in ancestor TShapeTree.

Depth in the shapes tree. Root at TCastleSceneCore.Shapes starts with Depth = 0. Automatically set when you insert this TShapeTree as child of another.

Source: scene/castleshapes.pas (line 359).

Public property Children: TShapeTreeList read FChildren;

This item is declared in ancestor TShapeTreeGroup.

This item has no description.

Source: scene/castleshapes.pas (line 869).

Public property SwitchNode: TSwitchNode read FSwitchNode write FSwitchNode;

This item has no description.

Source: scene/castleshapes.pas (line 907).


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